Healing is supposed to be secondary to damage shields for this style Sorc, and I promise you that you do not want to fight a Sorc that can both stack shields and heal like crazy. The last thing we need is more accidental healing buffs.Make heals scale more with max mag than with spell damage.
Yea these type of generically powerful defensive tools that any class minmax player can abuse are a massive tank meta problem and probably need to be dealt with before any proper Sorc rework. If I were doing a competitive custom ruleset, I'd have to ban SnB, Resto, Frost Staff, defensive class ults, literally any set with a defensive component... Rallying Cry, Clever Alchemist, Serpent's Coil, even Bloodspawn would all need to be thrown out. Probably sustain sets like Wretched too because of how they enable endless defensive skill spam. It's really nuts how broken this game is.TechMaybeHic wrote: »It seems to me there are a handful of sorcs out there that have .ade it work by using a shield, matriarch, engine guardian to provide cover while using Maras balm and sea serpents coil.
Yea sorry that's a huge reason this game is so screwed, both PvP and PvE. Making comp groups sacred and untouchable has had exactly that effect on PvP gameplay, while also making it impossible to balance Vet PvE. Doing new DLC dungeons on Vet with randoms is a pathetic joke. Ball group vs randoms is a pathetic joke. The gap between comp groups and randoms is absolutely insane and broken. This is now off topic so I'll refer you to this post (not made by me, worth a read).There's literally 0 point trying to nerf comp groups.
xylena_lazarow wrote: »Yea these type of generically powerful defensive tools that any class minmax player can abuse are a massive tank meta problem and probably need to be dealt with before any proper Sorc rework.
Look I'm not paid to solve these problems lol. The game is pretty messed up. All my favorite Sorc builds in the 5 years I played it on and off have been deleted by damage nerfs. I don't want to end up in a situation where Sorc is buffed, becomes overpowered due to overpowered tank meta nonsense like what's happening with NB, and then everyone complains about Sorc and it gets nerfed again (but the tank meta persists because that's how ZOS rolls). People are blaming NB spectral bow for NB abusing generic tank meta stuff, same would happen to Sorc damage skills. See? It's a mess.So every class can have a proper rework but Sorcs because any class players may use "engine guardian to provide cover while using Maras balm and sea serpents coil."?
xylena_lazarow wrote: »So I've been seeing a lot of talk over buffing "Magsorc" which, in this hybrid world, I take to mean the old meta caster Sorc playstyle that dealt heavy pressure and burst from full range, and survived using spammable shields and mobility. Part of the reason it's so nerfed now seems pretty simple to me: being chunked by massive damage coming from someone sitting in complete safety 41m away feels bad. That Sorc is probably on a keep wall, behind a zerg, or just ready to spam Streak to safety before you're in gap closer range. Should any Sorc buff result in this play pattern becoming widespread again, the complaints will come pouring in and it'll get nerfed to the ground again, just like Bow Sorc did.
This makes a lot of sense. In a similar vein I'd like to see the stun on Frags return for more combo possibilities. Decoupling the pet skills from, well everything except dedicated pet builds, is a rework that could happen now. It's completely idiotic the way they keep trying to "force" Sorcs into pet builds.Turtle_Bot wrote: »make its current damage (frags, curse, mages wrath and overload) more reliable with smaller dodge windows/faster travel times and grant sorc in-class access to what are supposed to be common debuffs like breach
Those seem to draw no forum complaints so maybe they could be a model for buffing ranged Sorc? The one damage buff I'd definitely like to see for them is the same damage buff everyone deserves, restoring DoTs back to their appropriate pre-U35 power levels for PvP. I'll stand by wanting to force any ranged spec into the 15m-22m range to close out kills.Aces-High-82 wrote: »Templar has a better ranged toolkit but wait.... you can do even more dmg with less effort on a bowblade...
xylena_lazarow wrote: »This makes a lot of sense. In a similar vein I'd like to see the stun on Frags return for more combo possibilities. Decoupling the pet skills from, well everything except dedicated pet builds, is a rework that could happen now. It's completely idiotic the way they keep trying to "force" Sorcs into pet builds.Turtle_Bot wrote: »make its current damage (frags, curse, mages wrath and overload) more reliable with smaller dodge windows/faster travel times and grant sorc in-class access to what are supposed to be common debuffs like breachThose seem to draw no forum complaints so maybe they could be a model for buffing ranged Sorc? The one damage buff I'd definitely like to see for them is the same damage buff everyone deserves, restoring DoTs back to their appropriate pre-U35 power levels for PvP. I'll stand by wanting to force any ranged spec into the 15m-22m range to close out kills.Aces-High-82 wrote: »Templar has a better ranged toolkit but wait.... you can do even more dmg with less effort on a bowblade...
I'm gonna sit behind a zerg on a keep roof and parse you from 41m away while you fight outnumbered. I bet this will be very fun for you, the target, who can do absolutely nothing to stop me, the ranged Sorc, regardless of either of our skill levels. If that's cool with you, than yea I accept your argument, and look forward to zerging you down from safety.Aces-High-82 wrote: »What are you talking about? Streak has only 15m range and frag has such abysmal travel speed your better on top of the target anyways.
xylena_lazarow wrote: »I'm gonna sit behind a zerg on a keep roof and parse you from 41m away while you fight outnumbered. I bet this will be very fun for you, the target, who can do absolutely nothing to stop me, the ranged Sorc, regardless of either of our skill levels. If that's cool with you, than yea I accept your argument, and look forward to zerging you down from safety.Aces-High-82 wrote: »What are you talking about? Streak has only 15m range and frag has such abysmal travel speed your better on top of the target anyways.
That's one of the best suggestions I've heard lol. Turtlebot also made good ones as well as a more general thread. I made this post because I recognize this problem and wanted to hear other Sorc players' takes on it. Sorc is a really badly designed class even though we all still love it.Give sorcs major breach, stun on frags, and reduce range of all abilities by 10? Not a suggestion just an honest question.
Chilly-McFreeze wrote: »xylena_lazarow wrote: »I'm gonna sit behind a zerg on a keep roof and parse you from 41m away while you fight outnumbered. I bet this will be very fun for you, the target, who can do absolutely nothing to stop me, the ranged Sorc, regardless of either of our skill levels. If that's cool with you, than yea I accept your argument, and look forward to zerging you down from safety.Aces-High-82 wrote: »What are you talking about? Streak has only 15m range and frag has such abysmal travel speed your better on top of the target anyways.
Because no other class has the capacity to be played as ranged?
I played some Bow Sorc during the Oakensoul meta. Got plenty of hate. No skill, cheese, hacker, zergling, etc. Moved the same Oakensoul Bow Savage Werewolf build to a Templar. Same build, same cheese tactics, but instead of hate, I was getting compliments and build requests. There were plenty of obnoxious play patterns they could've nerfed after U34 but since ranged Sorc got the most complaints they gutted it first.Chilly-McFreeze wrote: »Because no other class has the capacity to be played as ranged?
Better yet, make these into general passives that require neither pets nor slotting Daedric Summoning. Even the old meta "Magsorcs" were effectively walking around missing half their class passives.but isn't there a passive that with a daedric summoning ability slotted you get 20% health and stam recovery? Change the health recovery to magic recovery that'd be awesome.
Yes that's the type of thing I meant. Half the posts here are just like "nah screw it buff ranged Sorc to the sky" which isn't surprsing. Good luck ever getting gamers to talk about nuance in a metagame outside esports. I'll concede that it's a valid opinion, but I bet those same players change their tune when there's half a dozen nuke Sorcs on the outpost roof repeatedly zerging them down every time they try to fight outnumbered near the porch.The only problems that we face if sorc gets buffed is zergs just destroying you from range and running using streak.
RemoryAzure wrote: »just replace Overload with Streak
So you mean each Streak costs 25 ult and Overload becomes a lightning spammable? That's... not obvious, but could be good? Comboing Streak with another ult would require wep swapping but that is doable. I'd like to see Overload travel faster and hit more reliably, the classic ZOS balance of "huge damage but clumsy and unreliable" makes poor gameplay.RemoryAzure wrote: »just replace Overload with Streak and buff sorc any way u want. No more infinite streaks and +burst ability (or maybe even slightly rework overload to be proper spammable). Profit?... isnt it obvious?..
Streak as an Ulti (20 points cost per streak) would be ok with me if it gets a passive bonus for slotting. Minor Protection comes to mind. Not a bad idea on second thought.
But Overload (the toggle) as a skill? I would not like this. IMO, Overload is still very clunky in weaving, activation and deactivation. It's not worth the ulti slot for me, but some players make it work and it can be quite strong. If it were changed to a normal skill, what would be the cost? What about the secondary effects? What about ressource return on heavy attacks? There is a lot potential to make this very OP or totally useless during a neccessary rebalancing.