[...]
But that doesn't change some of the other mechanics problems with Sorcs, like the haunting curse Double cast. And no, that's not an L2P issue. It's not something we should all have to adapt to. It's one of their most powerful abilities Double casting onto players, where every other class would absolutely love to have the same thing occur with their spam dps abilities.
There are Sorcs now...very common...that 5-10 players can't burst down. That's a problem. The update 14 changes might fix these issues.
Mojomonkeyman wrote: »I somewhat agree with OP. Being a heavy dmg, high frequency, range burster is okayish, but currently the supposed trade-offs (squishyness & sustain issues) are nullified by harness & pirate.
A magsorc wearing pirate & harness now is not better than a maximum cheese malubeth templar back then.
It's hard to grasp just how confused you are.There are two ultimates that provide seriously more dps than any others, and can provide over 200k damage. The first is overload, which because you bank ultimate you get 8+ uses on a single ultimate charge. My sorc hits for over 25k, so there's the 200k. This is more a pve ability. But still...the dps is off the charts with it. The second is the destro staff ultimate. When applied to any group of enemies in pvp it can push out over 200k. I understand that it's a "Zerg buster," but as with all Zerg solutions it's a failure - it just results in zergs running strong wards AND using the OP ability together to be even more deadly.
So how's RP been for you? because your statements about never being vast imbalances or OP classes is hardly worth mention, it's so wrong. You should've seen things pre PS4.I don't hate Sorcs. I have two. I simply recognize an imbalance that is currently hurting the game. I've been here since the beginning...so I've lived through the DK wrecking blow imbalance. And then the stupid period where NBs could leap up onto keep walls. And the stamplar imbalance. This is no different...sorc is not a bad class, but players need to speak up and encourage ZOS to bring them back in line.
That is a problem, apparently for those 5-10 players, considering that's 5k-10k DPS from light attacks alone, and apparently 5-10 players that can't spread out or even spell "CC."
There are Sorcs now...very common...that 5-10 players can't burst down. That's a problem.
Tan9oSuccka wrote: »Come now. Sorcerer cheese is completely out of balance right now.
Play PVP for any given time. Players have Wicked Sorc cheese builds plus animation canceling. Most times when I die to these plebs, nothing animates. Just dead.
Emmagoldman wrote: »I disagree that it is common for 5-10 people to burst down a sorc. I rarely see this unless it is a pug group up against a vet player. If you're running into zone typing LFG, then yes, you're generally going to loose to any group that works together. If people can't burst, lack good sets, then yes it can be a problem to kill the sorc. But that really goes for any class and is not exclusive to magsorc. I play in NA pc Hades and I'm 1 of 2 in our group of 12 in one guild, and the only in 12 in my other guild......very popular class right?
Balance is about looking at how a class interacts with a group. Sorcs are still best played and usually played in groups and being strategic about positioning, not tanking 5-10 players. move in with shields up, burst, and move away. Reapply shields, move in and burst, and move away. Similar to a night blade. Against equally strong players, you will get burst down fast. Why, you're playing a hit the shield game, do zero pressure, and are in a resource burn.
My observations are:
1) people who make these posts don't understand the class, their own class, and counters. For example, destro ult is an op sorc ult! Destro ult is not a sorc skill.
Skelton helm is not a sorc ability and All sorcs are not wearing it: General advice though, some sorcs are set up as tanks. On my magsorc, I avoid some stamdks, magdks, magplars because they are build to take dmg. I also avoid some stamblades because i'm set up for dps. So whoever gets the first big hits in or makes a mistake wins.
They fight a pet build and leave the pets alone. That's their heal and extra magika with a long cast time.
2) ego from the proc set meta. People who joined during the proc set meta and are copying old builds can't figure out how to counter sorcs. understand that you were not good the last patches (over a year) You're armor was good and did the work. Yes, you slayed magsorcs left and right for a year and now, well, with more balance and skill against skill, in actuality, you are sub par. The dev team should have worked way faster for a solution. They completely dropped the ball on this and it was expressed in pts. suprise.........nope.
3) failure to adapt. In cp campaigns, they don't put cp into shield breaker. (10-20 extra dmg is massive). They still rely on double poison insead of increased stam cost and snares. My worst enemy as a magsorc is fossilize and floppies. cyrstal frag is them worthless and I burn stam being rooted. stamblades that wait to ambush at the end of my rotation when my six seconds are up. getting snared at the wrong time means a high chance of death.
4) Sorcs become strong against pug groups because experienced groups time ults with proxy. You have 5 mag players all hit proxy, three or four hit destro and they walk forward. They burn through pug groups. We drop nova and kite out of the way. I like to streak through their destro group to stun them in place and they waste an ult.
Possible changes:
If pets die, the player takes dmg: This would make a cost reward.
Dark deal. If interrupted, resource loss and added cooldown.
pirate helm: when procs reduces spell dmg by 15 %
Only nerfs that are needed. The rest leave
Wreuntzylla wrote: »Emmagoldman wrote: »I disagree that it is common for 5-10 people to burst down a sorc. I rarely see this unless it is a pug group up against a vet player. If you're running into zone typing LFG, then yes, you're generally going to loose to any group that works together. If people can't burst, lack good sets, then yes it can be a problem to kill the sorc. But that really goes for any class and is not exclusive to magsorc. I play in NA pc Hades and I'm 1 of 2 in our group of 12 in one guild, and the only in 12 in my other guild......very popular class right?
Balance is about looking at how a class interacts with a group. Sorcs are still best played and usually played in groups and being strategic about positioning, not tanking 5-10 players. move in with shields up, burst, and move away. Reapply shields, move in and burst, and move away. Similar to a night blade. Against equally strong players, you will get burst down fast. Why, you're playing a hit the shield game, do zero pressure, and are in a resource burn.
My observations are:
1) people who make these posts don't understand the class, their own class, and counters. For example, destro ult is an op sorc ult! Destro ult is not a sorc skill.
Skelton helm is not a sorc ability and All sorcs are not wearing it: General advice though, some sorcs are set up as tanks. On my magsorc, I avoid some stamdks, magdks, magplars because they are build to take dmg. I also avoid some stamblades because i'm set up for dps. So whoever gets the first big hits in or makes a mistake wins.
They fight a pet build and leave the pets alone. That's their heal and extra magika with a long cast time.
2) ego from the proc set meta. People who joined during the proc set meta and are copying old builds can't figure out how to counter sorcs. understand that you were not good the last patches (over a year) You're armor was good and did the work. Yes, you slayed magsorcs left and right for a year and now, well, with more balance and skill against skill, in actuality, you are sub par. The dev team should have worked way faster for a solution. They completely dropped the ball on this and it was expressed in pts. suprise.........nope.
3) failure to adapt. In cp campaigns, they don't put cp into shield breaker. (10-20 extra dmg is massive). They still rely on double poison insead of increased stam cost and snares. My worst enemy as a magsorc is fossilize and floppies. cyrstal frag is them worthless and I burn stam being rooted. stamblades that wait to ambush at the end of my rotation when my six seconds are up. getting snared at the wrong time means a high chance of death.
4) Sorcs become strong against pug groups because experienced groups time ults with proxy. You have 5 mag players all hit proxy, three or four hit destro and they walk forward. They burn through pug groups. We drop nova and kite out of the way. I like to streak through their destro group to stun them in place and they waste an ult.
Possible changes:
If pets die, the player takes dmg: This would make a cost reward.
Dark deal. If interrupted, resource loss and added cooldown.
pirate helm: when procs reduces spell dmg by 15 %
Only nerfs that are needed. The rest leave
Your changes only affect good players facing good players. Most of the player base won't notice any difference.
Try these on for size.
1. Change haunting curse second explosion so that it does not break cloak or sneak.
2. Reduce the duration of defensive rune from 1min to 6sec.
5. Bring back irresistible (now oblivion) damage enchants.
6. Remove minor expedition from hurricane or reduce its radius to that of boundless storm.
7. Change the reflect of defensive stance so that it can't be dodged and the damage is reduced by the mitigation of the target and not the caster.
Wreuntzylla wrote: »Emmagoldman wrote: »I disagree that it is common for 5-10 people to burst down a sorc. I rarely see this unless it is a pug group up against a vet player. If you're running into zone typing LFG, then yes, you're generally going to loose to any group that works together. If people can't burst, lack good sets, then yes it can be a problem to kill the sorc. But that really goes for any class and is not exclusive to magsorc. I play in NA pc Hades and I'm 1 of 2 in our group of 12 in one guild, and the only in 12 in my other guild......very popular class right?
Balance is about looking at how a class interacts with a group. Sorcs are still best played and usually played in groups and being strategic about positioning, not tanking 5-10 players. move in with shields up, burst, and move away. Reapply shields, move in and burst, and move away. Similar to a night blade. Against equally strong players, you will get burst down fast. Why, you're playing a hit the shield game, do zero pressure, and are in a resource burn.
My observations are:
1) people who make these posts don't understand the class, their own class, and counters. For example, destro ult is an op sorc ult! Destro ult is not a sorc skill.
Skelton helm is not a sorc ability and All sorcs are not wearing it: General advice though, some sorcs are set up as tanks. On my magsorc, I avoid some stamdks, magdks, magplars because they are build to take dmg. I also avoid some stamblades because i'm set up for dps. So whoever gets the first big hits in or makes a mistake wins.
They fight a pet build and leave the pets alone. That's their heal and extra magika with a long cast time.
2) ego from the proc set meta. People who joined during the proc set meta and are copying old builds can't figure out how to counter sorcs. understand that you were not good the last patches (over a year) You're armor was good and did the work. Yes, you slayed magsorcs left and right for a year and now, well, with more balance and skill against skill, in actuality, you are sub par. The dev team should have worked way faster for a solution. They completely dropped the ball on this and it was expressed in pts. suprise.........nope.
3) failure to adapt. In cp campaigns, they don't put cp into shield breaker. (10-20 extra dmg is massive). They still rely on double poison insead of increased stam cost and snares. My worst enemy as a magsorc is fossilize and floppies. cyrstal frag is them worthless and I burn stam being rooted. stamblades that wait to ambush at the end of my rotation when my six seconds are up. getting snared at the wrong time means a high chance of death.
4) Sorcs become strong against pug groups because experienced groups time ults with proxy. You have 5 mag players all hit proxy, three or four hit destro and they walk forward. They burn through pug groups. We drop nova and kite out of the way. I like to streak through their destro group to stun them in place and they waste an ult.
Possible changes:
If pets die, the player takes dmg: This would make a cost reward.
Dark deal. If interrupted, resource loss and added cooldown.
pirate helm: when procs reduces spell dmg by 15 %
Only nerfs that are needed. The rest leave
Your changes only affect good players facing good players. Most of the player base won't notice any difference.
Try these on for size.
1. Change haunting curse second explosion so that it does not break cloak or sneak.
2. Reduce the duration of defensive rune from 1min to 6sec.
5. Bring back irresistible (now oblivion) damage enchants.
6. Remove minor expedition from hurricane or reduce its radius to that of boundless storm.
7. Change the reflect of defensive stance so that it can't be dodged and the damage is reduced by the mitigation of the target and not the caster.
There is so much cancer in this PVP game, sorcWreuntzylla wrote: »Emmagoldman wrote: »I disagree that it is common for 5-10 people to burst down a sorc. I rarely see this unless it is a pug group up against a vet player. If you're running into zone typing LFG, then yes, you're generally going to loose to any group that works together. If people can't burst, lack good sets, then yes it can be a problem to kill the sorc. But that really goes for any class and is not exclusive to magsorc. I play in NA pc Hades and I'm 1 of 2 in our group of 12 in one guild, and the only in 12 in my other guild......very popular class right?
Balance is about looking at how a class interacts with a group. Sorcs are still best played and usually played in groups and being strategic about positioning, not tanking 5-10 players. move in with shields up, burst, and move away. Reapply shields, move in and burst, and move away. Similar to a night blade. Against equally strong players, you will get burst down fast. Why, you're playing a hit the shield game, do zero pressure, and are in a resource burn.
My observations are:
1) people who make these posts don't understand the class, their own class, and counters. For example, destro ult is an op sorc ult! Destro ult is not a sorc skill.
Skelton helm is not a sorc ability and All sorcs are not wearing it: General advice though, some sorcs are set up as tanks. On my magsorc, I avoid some stamdks, magdks, magplars because they are build to take dmg. I also avoid some stamblades because i'm set up for dps. So whoever gets the first big hits in or makes a mistake wins.
They fight a pet build and leave the pets alone. That's their heal and extra magika with a long cast time.
2) ego from the proc set meta. People who joined during the proc set meta and are copying old builds can't figure out how to counter sorcs. understand that you were not good the last patches (over a year) You're armor was good and did the work. Yes, you slayed magsorcs left and right for a year and now, well, with more balance and skill against skill, in actuality, you are sub par. The dev team should have worked way faster for a solution. They completely dropped the ball on this and it was expressed in pts. suprise.........nope.
3) failure to adapt. In cp campaigns, they don't put cp into shield breaker. (10-20 extra dmg is massive). They still rely on double poison insead of increased stam cost and snares. My worst enemy as a magsorc is fossilize and floppies. cyrstal frag is them worthless and I burn stam being rooted. stamblades that wait to ambush at the end of my rotation when my six seconds are up. getting snared at the wrong time means a high chance of death.
4) Sorcs become strong against pug groups because experienced groups time ults with proxy. You have 5 mag players all hit proxy, three or four hit destro and they walk forward. They burn through pug groups. We drop nova and kite out of the way. I like to streak through their destro group to stun them in place and they waste an ult.
Possible changes:
If pets die, the player takes dmg: This would make a cost reward.
Dark deal. If interrupted, resource loss and added cooldown.
pirate helm: when procs reduces spell dmg by 15 %
Only nerfs that are needed. The rest leave
Your changes only affect good players facing good players. Most of the player base won't notice any difference.
Try these on for size.
1. Change haunting curse second explosion so that it does not break cloak or sneak.
2. Reduce the duration of defensive rune from 1min to 6sec.
5. Bring back irresistible (now oblivion) damage enchants.
6. Remove minor expedition from hurricane or reduce its radius to that of boundless storm.
7. Change the reflect of defensive stance so that it can't be dodged and the damage is reduced by the mitigation of the target and not the caster.
It's like the gankblade dream patchnotes!
Wreuntzylla wrote: »Emmagoldman wrote: »I disagree that it is common for 5-10 people to burst down a sorc. I rarely see this unless it is a pug group up against a vet player. If you're running into zone typing LFG, then yes, you're generally going to loose to any group that works together. If people can't burst, lack good sets, then yes it can be a problem to kill the sorc. But that really goes for any class and is not exclusive to magsorc. I play in NA pc Hades and I'm 1 of 2 in our group of 12 in one guild, and the only in 12 in my other guild......very popular class right?
Balance is about looking at how a class interacts with a group. Sorcs are still best played and usually played in groups and being strategic about positioning, not tanking 5-10 players. move in with shields up, burst, and move away. Reapply shields, move in and burst, and move away. Similar to a night blade. Against equally strong players, you will get burst down fast. Why, you're playing a hit the shield game, do zero pressure, and are in a resource burn.
My observations are:
1) people who make these posts don't understand the class, their own class, and counters. For example, destro ult is an op sorc ult! Destro ult is not a sorc skill.
Skelton helm is not a sorc ability and All sorcs are not wearing it: General advice though, some sorcs are set up as tanks. On my magsorc, I avoid some stamdks, magdks, magplars because they are build to take dmg. I also avoid some stamblades because i'm set up for dps. So whoever gets the first big hits in or makes a mistake wins.
They fight a pet build and leave the pets alone. That's their heal and extra magika with a long cast time.
2) ego from the proc set meta. People who joined during the proc set meta and are copying old builds can't figure out how to counter sorcs. understand that you were not good the last patches (over a year) You're armor was good and did the work. Yes, you slayed magsorcs left and right for a year and now, well, with more balance and skill against skill, in actuality, you are sub par. The dev team should have worked way faster for a solution. They completely dropped the ball on this and it was expressed in pts. suprise.........nope.
3) failure to adapt. In cp campaigns, they don't put cp into shield breaker. (10-20 extra dmg is massive). They still rely on double poison insead of increased stam cost and snares. My worst enemy as a magsorc is fossilize and floppies. cyrstal frag is them worthless and I burn stam being rooted. stamblades that wait to ambush at the end of my rotation when my six seconds are up. getting snared at the wrong time means a high chance of death.
4) Sorcs become strong against pug groups because experienced groups time ults with proxy. You have 5 mag players all hit proxy, three or four hit destro and they walk forward. They burn through pug groups. We drop nova and kite out of the way. I like to streak through their destro group to stun them in place and they waste an ult.
Possible changes:
If pets die, the player takes dmg: This would make a cost reward.
Dark deal. If interrupted, resource loss and added cooldown.
pirate helm: when procs reduces spell dmg by 15 %
Only nerfs that are needed. The rest leave
Your changes only affect good players facing good players. Most of the player base won't notice any difference.
Try these on for size.
1. Change haunting curse second explosion so that it does not break cloak or sneak.
2. Reduce the duration of defensive rune from 1min to 6sec.
5. Bring back irresistible (now oblivion) damage enchants.
6. Remove minor expedition from hurricane or reduce its radius to that of boundless storm.
7. Change the reflect of defensive stance so that it can't be dodged and the damage is reduced by the mitigation of the target and not the caster.
Wreuntzylla wrote: »Emmagoldman wrote: »I disagree that it is common for 5-10 people to burst down a sorc. I rarely see this unless it is a pug group up against a vet player. If you're running into zone typing LFG, then yes, you're generally going to loose to any group that works together. If people can't burst, lack good sets, then yes it can be a problem to kill the sorc. But that really goes for any class and is not exclusive to magsorc. I play in NA pc Hades and I'm 1 of 2 in our group of 12 in one guild, and the only in 12 in my other guild......very popular class right?
Balance is about looking at how a class interacts with a group. Sorcs are still best played and usually played in groups and being strategic about positioning, not tanking 5-10 players. move in with shields up, burst, and move away. Reapply shields, move in and burst, and move away. Similar to a night blade. Against equally strong players, you will get burst down fast. Why, you're playing a hit the shield game, do zero pressure, and are in a resource burn.
My observations are:
1) people who make these posts don't understand the class, their own class, and counters. For example, destro ult is an op sorc ult! Destro ult is not a sorc skill.
Skelton helm is not a sorc ability and All sorcs are not wearing it: General advice though, some sorcs are set up as tanks. On my magsorc, I avoid some stamdks, magdks, magplars because they are build to take dmg. I also avoid some stamblades because i'm set up for dps. So whoever gets the first big hits in or makes a mistake wins.
They fight a pet build and leave the pets alone. That's their heal and extra magika with a long cast time.
2) ego from the proc set meta. People who joined during the proc set meta and are copying old builds can't figure out how to counter sorcs. understand that you were not good the last patches (over a year) You're armor was good and did the work. Yes, you slayed magsorcs left and right for a year and now, well, with more balance and skill against skill, in actuality, you are sub par. The dev team should have worked way faster for a solution. They completely dropped the ball on this and it was expressed in pts. suprise.........nope.
3) failure to adapt. In cp campaigns, they don't put cp into shield breaker. (10-20 extra dmg is massive). They still rely on double poison insead of increased stam cost and snares. My worst enemy as a magsorc is fossilize and floppies. cyrstal frag is them worthless and I burn stam being rooted. stamblades that wait to ambush at the end of my rotation when my six seconds are up. getting snared at the wrong time means a high chance of death.
4) Sorcs become strong against pug groups because experienced groups time ults with proxy. You have 5 mag players all hit proxy, three or four hit destro and they walk forward. They burn through pug groups. We drop nova and kite out of the way. I like to streak through their destro group to stun them in place and they waste an ult.
Possible changes:
If pets die, the player takes dmg: This would make a cost reward.
Dark deal. If interrupted, resource loss and added cooldown.
pirate helm: when procs reduces spell dmg by 15 %
Only nerfs that are needed. The rest leave
Your changes only affect good players facing good players. Most of the player base won't notice any difference.
Try these on for size.
1. Change haunting curse second explosion so that it does not break cloak or sneak.
2. Reduce the duration of defensive rune from 1min to 6sec.
5. Bring back irresistible (now oblivion) damage enchants.
6. Remove minor expedition from hurricane or reduce its radius to that of boundless storm.
7. Change the reflect of defensive stance so that it can't be dodged and the damage is reduced by the mitigation of the target and not the caster.
It will affect bad Sorcs facing good players. Hardly the actually good Sorcs.
Are you really suggesting to make PvP even more numbers reliant?
Wreuntzylla wrote: »
1. Change haunting curse second explosion so that it does not break cloak or sneak.
2. Reduce the duration of defensive rune from 1min to 6sec.
5. Bring back irresistible (now oblivion) damage enchants.
6. Remove minor expedition from hurricane or reduce its radius to that of boundless storm.
7. Change the reflect of defensive stance so that it can't be dodged and the damage is reduced by the mitigation of the target and not the caster.
You've obviously never fought a magicka sorc with a Stam character because if you did you would know that their shields don't go down.
They can't be crit and weapon penetration is ignored. Change these two or increase the cost of shields and it will be balanced.
grim_tactics wrote: »
So essentially you're another player who wants to completely trash a class to the point of being unplayable for the sake of you not being able to beat them in PvP.