Lebensf0rm wrote: »@Major_Toughness
There's a brief delay before you actually teleport when casting Streak, and a player that isn't CC'd is going to be moving at a rate of at most 6.6 m/s (if the UESP move speed calculations are correct). A player moving at that speed only needs to move for 2 seconds to be squarely within melee range. A character fleeing using Streak is going to run out of mag using successive casts well before a character sprinting at the speed cap runs out of stamina (and they'll be caught sooner if they stop streaking and sprinting to reapply buffs). And if you're streaking through your opponent as sorcs commonly do, the net distance between you and your opponent is going to much less than 15m; they'll be moving quickly enough to be able to melee you in no time.
A small range increase is only going to buy players an extra second or so. It's not that big of a deal; You're very stuck on what is ultimately a very minor hypothetical change. It's also true that it might just be annoying for players who have used Streak forever and are accustomed to the current distance, even if it's beneficial. Maybe the solution to Streak being less useful in a high speed environment lies elsewhere, especially in the era of subclassing (though Magsorc's distinct playstyle is hard to emulate without two or all three of sorc's lines).
madmufffin wrote: »I feel like any potential to fix sorc is just ruined by the fact that streak is good for pvp. The class will never get proper focusing of functional skills because it'll become "broken" in pvp and it doesn't matter how awful the class performs in pve. At this point we just have to accept that approach it feels like, because every change just seems like trolling sorc enjoyers at this point
MincMincMinc wrote: »madmufffin wrote: »I feel like any potential to fix sorc is just ruined by the fact that streak is good for pvp. The class will never get proper focusing of functional skills because it'll become "broken" in pvp and it doesn't matter how awful the class performs in pve. At this point we just have to accept that approach it feels like, because every change just seems like trolling sorc enjoyers at this point
or just balance dark magic and daedric summoning on their own because they have nothing to do with streak?
madmufffin wrote: »I feel like any potential to fix sorc is just ruined by the fact that streak is good for pvp. The class will never get proper focusing of functional skills because it'll become "broken" in pvp and it doesn't matter how awful the class performs in pve. At this point we just have to accept that approach it feels like, because every change just seems like trolling sorc enjoyers at this point
madmufffin wrote: »I feel like any potential to fix sorc is just ruined by the fact that streak is good for pvp. The class will never get proper focusing of functional skills because it'll become "broken" in pvp and it doesn't matter how awful the class performs in pve. At this point we just have to accept that approach it feels like, because every change just seems like trolling sorc enjoyers at this point
It’s not Streak, but more so that the line between a balanced Sorc and a broken Sorc is very thin. U41-U45 Sorc is a prime example of that thin line leaning way too much into broken territory, while U35 Sorc was the complete opposite. ZOS should have just listened to me (StaticWave before my forum account got banned) and converted the burst heal into a HoT lol.
Anyways, Dark Magic is the best sustain line in the game and it allows you to use max stat food instead of regen food. When combined with the max stat passives, you can get very high tooltip values for your abilities. That’s a distinct advantage of this class that people always shrug off. Imo, ZOS needs to focus more on this advantage and give Sorc more passives that boost max stam/magicka so that people don’t lose value when stacking max stat compared to traditional weapon damage.
madmufffin wrote: »madmufffin wrote: »I feel like any potential to fix sorc is just ruined by the fact that streak is good for pvp. The class will never get proper focusing of functional skills because it'll become "broken" in pvp and it doesn't matter how awful the class performs in pve. At this point we just have to accept that approach it feels like, because every change just seems like trolling sorc enjoyers at this point
It’s not Streak, but more so that the line between a balanced Sorc and a broken Sorc is very thin. U41-U45 Sorc is a prime example of that thin line leaning way too much into broken territory, while U35 Sorc was the complete opposite. ZOS should have just listened to me (StaticWave before my forum account got banned) and converted the burst heal into a HoT lol.
Anyways, Dark Magic is the best sustain line in the game and it allows you to use max stat food instead of regen food. When combined with the max stat passives, you can get very high tooltip values for your abilities. That’s a distinct advantage of this class that people always shrug off. Imo, ZOS needs to focus more on this advantage and give Sorc more passives that boost max stam/magicka so that people don’t lose value when stacking max stat compared to traditional weapon damage.
This is only relevant in pvp though. The class can't just be made a worthless pile of skills in pve because it's functionally good in pvp. It's the same issue that warden has, but to a much larger extent since it has much less defined skill lines. There has to be a way for them to make the class appealing without just making it devastating to pvp (not that it really matters when NB can triple bow proc next patch)
madmufffin wrote: »madmufffin wrote: »I feel like any potential to fix sorc is just ruined by the fact that streak is good for pvp. The class will never get proper focusing of functional skills because it'll become "broken" in pvp and it doesn't matter how awful the class performs in pve. At this point we just have to accept that approach it feels like, because every change just seems like trolling sorc enjoyers at this point
It’s not Streak, but more so that the line between a balanced Sorc and a broken Sorc is very thin. U41-U45 Sorc is a prime example of that thin line leaning way too much into broken territory, while U35 Sorc was the complete opposite. ZOS should have just listened to me (StaticWave before my forum account got banned) and converted the burst heal into a HoT lol.
Anyways, Dark Magic is the best sustain line in the game and it allows you to use max stat food instead of regen food. When combined with the max stat passives, you can get very high tooltip values for your abilities. That’s a distinct advantage of this class that people always shrug off. Imo, ZOS needs to focus more on this advantage and give Sorc more passives that boost max stam/magicka so that people don’t lose value when stacking max stat compared to traditional weapon damage.
This is only relevant in pvp though. The class can't just be made a worthless pile of skills in pve because it's functionally good in pvp. It's the same issue that warden has, but to a much larger extent since it has much less defined skill lines. There has to be a way for them to make the class appealing without just making it devastating to pvp (not that it really matters when NB can triple bow proc next patch)
I mean the same can be said for Arc and NB. NB wasn’t that great in PvE before subclassing, but borderline broken in PvP. Arc isn’t that great in PvP, but always a must pick in PvE. I could just as easily say that Arc needs a buff in PvP and PvErs would probably say no lol.
Like I said, Sorc only needs minor adjustments to be good in PvP. If you attempt to buff it to the point that it’s good in PvE, then you may possibly create a broken class in PvP (unless you redesign the class completely)
i11ionward wrote: »Suggestion for improving Daedric Summoning pet abilities
I'd like to propose a change to the Daedric Summoning pet skills. A frequent complaint is that pet skills occupy a slot on both ability bars, yet their impact doesn't justify the space they consume. My suggestion is that each pet’s activated ability should behave differently depending on whether it's activated from your primary or secondary weapon bar.
For example, here is the current description for Summon Unstable Clannfear:
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 358 Physical Damage, while its tail spike hits nearby enemies for 358 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4320 Magicka, healing you for 5121 and the clannfear for 2560. The clannfear remains until killed or unsummoned.
My proposed revision for Summon Unstable Clannfear:
Command the powers of Oblivion to send a Daedric clannfear to fight at your side...
(same base damage and summon description as above)
Once summoned, you can activate the clannfear's special ability:
On your Primary Weapon bar: costs 4320 Magicka; heals you for 5121 and the clannfear for 2560.
On your Secondary Weapon bar: costs 3510 Magicka; applies Minor Cowardice (duration of Minor Cowardice on the enemy 5 seconds) every 4 seconds for 20 seconds to enemies near them.
Of course, these specific numbers and effects are just illustrative. The core idea is to give pets different active abilities depending on which bar they're used from. That would make them more flexible and meaningful without needing additional skill slots.
Anyways, Dark Magic is the best sustain line in the game and it allows you to use max stat food instead of regen food. When combined with the max stat passives, you can get very high tooltip values for your abilities. That’s a distinct advantage of this class that people always shrug off. Imo, ZOS needs to focus more on this advantage and give Sorc more passives that boost max stam/magicka so that people don’t lose value when stacking max stat compared to traditional weapon damage.
Major_Toughness wrote: »Lebensf0rm wrote: »@Major_Toughness
There's a brief delay before you actually teleport when casting Streak, and a player that isn't CC'd is going to be moving at a rate of at most 6.6 m/s (if the UESP move speed calculations are correct). A player moving at that speed only needs to move for 2 seconds to be squarely within melee range. A character fleeing using Streak is going to run out of mag using successive casts well before a character sprinting at the speed cap runs out of stamina (and they'll be caught sooner if they stop streaking and sprinting to reapply buffs). And if you're streaking through your opponent as sorcs commonly do, the net distance between you and your opponent is going to much less than 15m; they'll be moving quickly enough to be able to melee you in no time.
A small range increase is only going to buy players an extra second or so. It's not that big of a deal; You're very stuck on what is ultimately a very minor hypothetical change. It's also true that it might just be annoying for players who have used Streak forever and are accustomed to the current distance, even if it's beneficial. Maybe the solution to Streak being less useful in a high speed environment lies elsewhere, especially in the era of subclassing (though Magsorc's distinct playstyle is hard to emulate without two or all three of sorc's lines).
Please stop trolling. You didn't answer my question.
If speed is so easy to get, do you not have the same speed? Therefore you are always 15m, or 2s in your latest dribble, away from your enemies?