Decided to put some of my feedback into a separate discussion for visibility. Then expanded to cover all sorcerer skills.
Everyone is welcome to post their feedback and suggestions on sorcerer here.
Dark Magic
This line only be occasionally seen used in pvp.
- Crystal weapon and fragments are ok, although fragments could use it’s damage type changed to shock, possibly apply concussed on hit too because a slight buff would not be out of place. With frags crystal weaver has zero value, compared to other burst skills’ secondary effects, grim focus provides a large amount of passive damage on live and major prophecy/savagery on pts, molten whip also gives a chunk of passive damage. To put fragments more in line with these skills that provide buffs on top of burst, it could get a bonus effect too like granting a short buff on cast (could be anything like spell/weapon damage, damage done/done by this skill, crit chance. Additionally, frags doesn’t actually proc that much more often than grim focus to justify such a big tooltip damage difference and the proc is still random while grim focus is easily tracked and can even store up to 2 charges now. Skill can potentially be moved to storm calling.
- Dark exchange is bad and there are a few reasons why:
First one being cast time. There should be no need to explain how big of a disadvantage it is especially in pvp.
The skill is immensely outdated, basically an artifact. Cast time remained since release when sorc had much more mobility compared to other classes and could gain distance to cast it safely, this hasn’t been the case for many years already. Same idea was fulfilled by exchange instantly restoring a large amount of resources. Now however a portion is restored over time making it lose a lot of value if spammed. Mobility is extremely common nowadays, not to mention that bash has a range of about 10m when streak’s is only 15m. These facts put together mean that to use exchange safely you have to cast streak several times already burning through much more resources than exchange restores. And I don’t have to tell how strong and important blocking is and casting exchange leaves you completely vulnerable.
Second reason is that it’s simply weaker and provides less benefits than other sustain skills:
Netch is extremely loaded, other than restoring resources it’s free to cast, provides major sorcery/brutality, provides a unique 5% damage buff or cleanse and it benefits from all of it’s line’s passives.
Rune focus provides major resolve, heals and also benefits from it’s line’s passives.
Siphoning strikes restore both resources on demand instantly, additionally restore some resources and health passively. Health cost is easily covered by hots making it another advantage. Also benefits from line’s passives.
While dark exchange is the only skill here with a cast time and a long one. It only provides a measly minor berserk that is extremely easy to gain from other sources (everyone has it from monomyth passively now anyway). It heals a bit if you finish casting it, which will only serve to cover part of the damage you take while casting. Not to mention that healing only reaches a sufficient value due to blood magic, without it exchange’s own healing value is pretty underwhelming.
- Dark magic passives are quite bad.
Unholy knowledge is fine and basically act like a cost reduction glyph.
Blood magic is only ok with crystal weapon but otherwise barely procs at all.
Persistence might only be good for tanks in pve. For all other purposes it’s just too weak and not fitting. Also already loses some value paired with unholy knowledge and generally fits sorcerer rather poorly due to block mitigation not applying to damage shields.
Exploitation is plain inferior to similar passives like hemmorage, blessing of the mountain.
Personally, I would prefer it to be replaced by a different non damage focused passive entirely and minor prophecy be added to one of storm calling’s skills or passives like surge or expert mage or energized. If it was moved to a passive then it would need to have an activation condition and grant the buff to the whole group just like exploitation does to retain it’s utility.
- And negate while strong in it’s niche has extremely limited use. It is situational in group pvp only and has no possible use in pve at all.
- There are actually 3 more active skills in dark magic that have been dead for so long that most players forget about them and see dark magic as a line with 3 skills.
They are so bad and out of touch to be honest that suggesting any change would mean creating a new skill from scratch, so there’s a number of way to go about it. Most straightforward one seeming to be to remake them into some kind of actually useful support/utility tools and move crystal shards to storm calling.
Daedric Summoning
This line is not used in pvp at all, and is only used as a flavor line by pve dds who want to use pets, handicapping themselves in the process.
[*] Storm atronach is a decent ultimate in group pve due to major berserk it provides. Has decent aoe damage but the single target morph (greater atro) is weaker than charged atro even in single target.
[*] Familiar and twilight are bad, a simple and precise description. They are boring and not interactive, nothing more than passive damage. Their damage is also quite low which is only compounded by the fact that most of their damage has been moved to daedric prey over the years. They have no additional effects, active skills are underwhelming too: familiar has a weak dot, tormentor’s skill is so bad that it’s literally never worth casting. Healing morphs have same the same problem of providing nothing but a bland heal. But being pets makes them even worse because pets die easily leaving the player without a burst heal which is grave.
Very importantly pets take up two skill slots. At the same time they are barely worth one.
And of course pets being extremely easy to kill and having a resummon cast time makes them inherently bad for pvp.
[*] Daedric prey comprises too much of the pets’ low damage, removing the option as a dd to use pets without it.
Haunting curse like the base skill is much weaker than some of it’s counterparts. It’s damage is the average of both hits of deep fissure but fissure provides major and minor breach which is incredibly strong while curse doesn’t have a single additional effect.
A possible solution would be to raise damage of the base skill. Additionally reduce prey’s buff to pets making it stand out more as a separate skill and not just as a buff, haunting curse might also receive some minor secondary effect.
[*] Regenerative ward is far too weak of a shield to use regardless of it’s secondary effects that are quite minor anyway, the heal isn’t even noticeable and only works with pets which is another great disadvantage.
Hardened ward was very strong in pvp in u45 due to it’s heal, however, with u46 and the influx of power caused by subclassing it no longer would be. It would at least stay competitive with plentiful sources of healing. At equal value shields are inherently weaker than healing because shields can’t crit, block doesn’t work with them on, and healing scales with offensive stats while shields mostly scale with max stats that is the inferior scaling stat which means that by building to use a shield player already sacrifices power in other departments, additionally most shields don’t have any secondary effects. So the nerf to hardened ward came far too late when it was no longer needed which resulted into ward falling behind severely. To make matters worse, expert summoner was simultaneously cut by half, which nerfed ward even further. Even though any of these nerfs were no longer needed with subclassing when damage and healing spiked.
Now both morphs of conjured ward require solid buffs again to be viable. Base skill’s shield value needs to be buffed significantly, possibly to the level of current hardened ward. Then hardened ward increase in size further maybe gain some minor named buff while conjured ward would retain it’s current effects while healing would be increased to what hardened ward used to have and would not have any conditions.
Additionally want to point out that shielding playstyle as a whole is currently dead. Hardened ward only became useful again (until the nerfs) due to a series of buffs while all other shields have been forgotten and don’t compare to hardened ward and even that is not viable anymore.
[*] Bound aegis is fine as it is on live and should only get attention after all other skills in the line have been addressed.
Bound armaments, however, needs buffs. It functions exactly the same way as grim focus but deals a lot less damage, on top of it costs more, has no secondary effects (got one on pts which is good) and comes from a much weaker line.
[*] Daedric summoning passives also require attention.
Rebate got an minor buff and is still very weak. It’s value needs to be increased significantly.
Power stone is fine.
Daedric protection is fine.
Expert summoner was unjustifiably nerfed and requires to be buffed now. It is on of the very few max res passives and is very important for conjured ward that is already not viable (alongside other shields). Not to mention that expert summoner is absolutely negligible when not stacking max stats, and even when one does it is still weaker many other passives.
Storm Calling
A solid line, used as a complementary line in pve by dds and as a utility line in pvp. Could still use some changes to be made into a self-sufficient damage line. Currently it lacks high damage active skills and cannot be used as main or only damage line. This issue can be fixed by moving crystal shards to storm calling from dark magic. Whatever skill is replaced and how it is changed will depend on home dark magic line is reworked. This change would allow storm calling to be a complete damage line while
retaining some utility and dark magic can be made into a full support/utility because crystal shards being one of the moat iconic sorcerer skills and it’s main source of damage is out of place in a support line. It is literally the only damage skill there and it is wasted on a line that has no damage passives. This leads to crystal shards being impossible to use effectively for damage because it means sacrificing a full damage line for just one skill and support builds have no use for it. Then crystal shards and fragments’ damage should be changed to shock to match the line’s theme. Additionally to put it more in line with similar burst skills like grim focus and molten whip that provide buffs on top of burst, crystal fragments could get a bonus effect too like applying concussed status effect on hit or granting a short buff on cast (could be anything like spell/weapon damage, damage done/done by this skill, crit chance would complement surge). Crystal weapon already has a secondary effect but it damage could use a slight boost to put it more in line too.
Now to review current skills:
Overload is a nice skill that has it's uses. Damage is decent, energy overload helps sustain but power overload could use a damage buff.
Power overload boosts range and damage slightly and is typically a pve morph because extra sustain is not needed in groups otherwise one can't rely on ultimate to sustain in pve for various reasons. While I say pve morph it's use is actually extremely limited: either use light attacks as a an opener at 500 ultimate which is mostly used for dummy parsing and even then it's now much less relevant with subclassing. The second use is a new one with Rakkhat's Voidmantle mythic, where it enables strong overload ha bursts and otherwise allows it to perform at a decent level. However, in this case overload's viability is wholly reliant on Voidmantle.
To make power overload and overload in general an actual option to be considered I suggest a boost to power overload's damage. Another possible solution could be to make overload benefit from weapon passives but then power overload still doesn't gain much as a morph compared to energy overload, so maybe it could apply concussion too then or receive some other very minor buff that would make it more distinct.
Another thing that must considered that overload has been plagued by a number of bugs for years, the kind of bugs that disrupt gameplay and severly harm the skill's overal performance. This must be worked on.
[*] Mages’ fury is by far the weakest execute that has the lowest trigger threshold at the same time. It has been power crept to the point where even when reaching the painfully low threshold of 20% health it’s not worth casting. It’s damage is so low that it is never worth slotting.
It is a delayed execute that used to match the “delayed burst” idea that sorcerer has initially been designed around. However, this playstyle has no longer been possible for many years due to abundance of healing effects and power creep of sorc’s delayed burst skills.
There are two ways of dealing with the skill:
Fist one is where it retains the function of delayed burst. Then the skill simply needs all of it’s tooltip values increased: damage, execute threshold and debuff’s duration has to be reverted to 4s because with 2s duration explosion can only go off if it’s triggered on the next global cooldown basically making the same as any other execute and not delayed.
I find it necessary to separately point out that sorc’s “delayed burst” no longer exists, however, it’s always mentioned in dev notes whenever mages’ fury is concerned and is used as a justification for nor buffing a dead skill and even nerfing it further. This is completely out of touch. The only place where the skill was ever used is in battlegrounds to steal kills from other teams when there were 3 but now there’s only 2 teams and bo one to steal kills from. This certainly could not be called a real function or a well-performed role. Delayed burst is currently performed with different skills and none of them come from sorcerer class because of the baseless obsession over sorcerer’s “delayed burst” and keeping it weak.
The second way of dealing with mages’s fury is to remove the delay altogether and remake it into an ordinary execute. Then it would still require a huge damage buff and it’s execute threshold to be raised. Then it's travel time would need to be reduced significantly because it's way too easy to dodge and it would no longer justified by the delayed effect. To make it stand out endless fury morph could receive some additional effect and lose the useless aoe part to become a good single target execute while mages’ wrath would remain aoe.
[*] Hurricane is a good skill and does not need any changes. It really fits storm calling’s role.
Boundless storm is supposed to be the magicka/shock based option but it has fallen behind hurricane. It’s damage is much lower and it’s radius is only 5m rendering it useless as a damage skill even though all melee skills have had their range increased to be at least 7m.
In order to make the skill desired again and to reinforce it’s identity it can grant a shock themed buff or debuff. Have a higher chance to apply concussed similarly to arctic blast. Or applying a buff or a debuff that increases shock damage dealt/taken. One of those and simultaneously have it’s damage and more importantly radius increased significantly. Another option would be to remove the dot part and instead make it deal damage in a wide radius on cast similarly to how it worked during two tests of vengeance campaign and apply a buff/debuff mentioned above. Then the skill’s cost would have to be reduced as it would be meant to be cast much more often.
[*] Lightning splash has finally received a buff in form of self synergy. But it could use a little more power to make it more desirable and competitive in the era of subclassing. I propose greatly increased chance to apply concussed which would nicely play into them of shock damage. Maybe some more distinction between it’s two morphs could be made.
[*] Surge is fine as it is. However, a great idea would be to move the exploitation passive here and make it be applied to all group members. Surge’s duration and cost can be reduced although this is not needed.
[*] Bolt escape is still a great mobility too but (next suggestion will certainly cause an uproar although there really is no reason for that) I propose it’s range be increased to 20m up from 15m (once again a very small increase) to make up for abundance of speed buffs and increased range of melee abilities. At the very least it should allow dark exchange slightly more viable again.
Streak remains a good stun, although it’s stun can be problematic to benefit from with high latency (also bolt escape is particularly prone to failing to be cast)
Ball of lightning is the inferior morph that is only taken when a player chooses to use a stun other than streak. Could use a slight buff, maybe in a form of a minor named buff.
[*] Storm calling passives are good but, personally, I would love disintegrate passive to be reintroduced (possibly added to energized) as it used to be fun and strongly promoted sorcerer identity.
As I already mentioned exploitation could be baked into one of the passives in this line.
In my opinion it would be a great and fun feature to make many of strom calling skills apply concussion as I have suggested for a number of them (increased chance or damage of concussion/sundered could be added to one of the passives like energized too) as it would play into underrepresented shock theme and work similarly to other elemental skill lines winter's embrace and ardent flame to actually make use of respective status effects. Consussion received an addtional effect not long ago that makes subsequent procs deal 15% increased damage to concussed target. Currently sources of shock damage and concussion are so few that this bonus is almost impossible to make use of. My suggestion would also make use of this interuction which I think could be fun.
Concerning u47 on pts:Bound aegis change absolutely must be reversed. Ward and all shields in general already can’t compete with other sources of healing and defense on live. This is compounded by the fact that ward already lost it’s healing, a change that came far too late when ward was no longer as strong compared to new subclassing options. Then daedric summoning lost 5% max magicka too, nerfing shields even further, and now another 8% max magicka is being taken away. Now shields are so bad that even with all desire to severely handicap oneself just to use them they will no longer even reach the floor of healing to even allow one to play at all. Of course I am talking about pvp because these changes are really irrelevant for pve. Not to mention that max resource is not a desired stat to say the least, for any sort of content or gameplay. Daedric summoning’s max stats’ contribution to damage is extremely minor (but if anything damage here needs solid buffs instead of nerfs), so the only purpose these changes serve are to nerf a group of skills that is dead already. Additionally this bonus is unique and cannot be substituted through other means and if bound armaments is slotted than the class is left without a source of major resolve which is unthinkable!
Attention should be directed at other skills and passives of daedric summoning instead.
Has been addressed, however, shields as an option in general are in dire need of buffs.
EDIT: added formatting to make it readable, added a comment on overload as I forgot it initially