Brasseurfb16_ESO wrote: »I think 2 changes need to happen with surge,
1) The Healing component of that skill should be the base line and the Major Brutality or Sorcery should be the morph choices.
2) If the maximum healing amount is such a problem they should just cap the healing, like they capped the damage with Backlash. This way, multiple sources of damage won't steal the ICD for minor results and the cap will prevent AoE from healing the Sorcerer over the top when they hit a lot of ennemies together.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
the crit surge part could work (depend on the number for X )
but why would I ever use your power surge over entropy?
mike.gaziotisb16_ESO wrote: »the crit surge part could work (depend on the number for X )
but why would I ever use your power surge over entropy?
Good question.
There's no compelling reason. Only one I can think of would be duration. Notice Power Surge has double the duration of Entropy. That said Entropy is so much cheaper as skill that it's still a lot more efficient.
Problem is I can't balance Surge around Entropy because Entropy is stupidly OP. It's cheap as chips, it grants Major Sorcery, it grants Empower (via Might of The Guild passive), it increases Max Magicka + Magicka Recovery (via Magicka Controller passive), and it has nice HoT and a DoT component.
I mean what the hell! Whoever made that change to Entropy needs to look at mirror and start slapping himself repeatedly till he comes to his senses.
On the other hand Stamina builds with Bow and DW could find power surge quite appealing for PvE or PvP ganking. There is definitely use for Power Surge but considering how good Entropy is, Surge could never compete with that for Magicka builds.
Crit surge might work with 2h bursts, but the lottery of crits is just awful. They could just remove the heal and put on like minor berserk there and it'd be a much better ability.
DW just seems sad the more I think about it.
Of course the heal could be a static value...
mike.gaziotisb16_ESO wrote: »[
Not an option.
If they remove the heal you have 0 in-combat heals as a Sorc. Don't talk to me about could break line of sight with your opponents and that is very infrequent.
Heals component is a must for this skill, if they don't want a wider redesign of Sorc skills. Plus the lottery part was always there.
mike.gaziotisb16_ESO wrote: »[
Not an option.
If they remove the heal you have 0 in-combat heals as a Sorc. Don't talk to me about could break line of sight with your opponents and that is very infrequent.
Heals component is a must for this skill, if they don't want a wider redesign of Sorc skills. Plus the lottery part was always there.
No, the lottery part wasn't. It was a chance to crit, but now that it's 1 sec timer, you have no power over what it is that crits when the cooldown is gone. That means you shouldn't use any of the low damage abilities (DOT-abilities) or you risk a low heal. That just seems stupid to me. No lightning form, no axe bleeds...
The heal component just has no point with the timer. My sorc is stamina build and even I think power surge might be the way to go and even then I wouldn't be so sure it'd make my quickbar.
mike.gaziotisb16_ESO wrote: »
First off, the lottery element I was referring to was the crit chance, so I misunderstood what you were saying. The lottery part I was referring to is still there.
The lottery of which crit gives you the heal, which you were talking about, is horrible and makes the skill utterly useless. Hence my suggestion for a flat heal that is of average value. Now you're back to 1 lottery component only, the crit chance.
Finally, if you unlock Critical Leech, it sounds like you won't even need Crit Surge any more as a stamina build. Which is cool and all but I repeat the heal element is a must for magicka Sorcs. Nothing changes that.
If you're a DW/Bow Sorc, Power Surge will look very enticing for DPS/Burst and reliance to Critical Leech for heals.
I think the options offered by the morphs are good. The skill is not a "must" which indicates balance. If a skill is a "must" that makes it OP, like Entropy currently is.
Grasshopper wrote: »Going to drop my two cents on this,
So from what i am seeing i think Zos's fear is that crit surge would be to powerful with the AOE changes so why not make it act like it has a cap?
So the problem is that hitting to many targets will give you too much healers so why not cap the heal at the 6 main damage instances? This will mimic the effect you have on live, but at the same time it will not make it overpowered from healing you off 20+ foes.
For example:
You impulse 10 targets for your damage.
You will deal full damage to the first 6 like in the system and diminishing to the other 4.
At the same time crit surge only heals you off the first 6, keeping in balanced c:
mike.gaziotisb16_ESO wrote: »
First off, the lottery element I was referring to was the crit chance, so I misunderstood what you were saying. The lottery part I was referring to is still there.
The lottery of which crit gives you the heal, which you were talking about, is horrible and makes the skill utterly useless. Hence my suggestion for a flat heal that is of average value. Now you're back to 1 lottery component only, the crit chance.
Finally, if you unlock Critical Leech, it sounds like you won't even need Crit Surge any more as a stamina build. Which is cool and all but I repeat the heal element is a must for magicka Sorcs. Nothing changes that.
If you're a DW/Bow Sorc, Power Surge will look very enticing for DPS/Burst and reliance to Critical Leech for heals.
I think the options offered by the morphs are good. The skill is not a "must" which indicates balance. If a skill is a "must" that makes it OP, like Entropy currently is.
Yes,
1) flat heal would be better idea. Or like I said in an another thread,
2) not apply the 1 sec timer on DOT abilities, but maybe make them zero the timer. So a DOT ability would heal every time it crits, but would zero the timer for other abilities. Then it there would be some options and trade offs.
3) Also it could be there's a minimum value for the heal, but no maximum: Low crit - average heal, High crit - high heal.
My friend has a magica sorc and I can't say I'm sorry he lost with the crit surge. First of all, his dps is amazing - especially AOE. Then, with a bat swarm that has heals and chance to crit and so a chance to heal with the crits, it's just stupid.
And even I was healing with the DW AOE like crazy. With mobs under 50% of health my high crits were over 1000 while the low ones were 600 - 700. I could be close to death between the strikes but full again with a one whirl. I spammed my way to VR14 very easily with undead mobs + fighter skill abilities.
mike.gaziotisb16_ESO wrote: »
First off, the lottery element I was referring to was the crit chance, so I misunderstood what you were saying. The lottery part I was referring to is still there.
The lottery of which crit gives you the heal, which you were talking about, is horrible and makes the skill utterly useless. Hence my suggestion for a flat heal that is of average value. Now you're back to 1 lottery component only, the crit chance.
Finally, if you unlock Critical Leech, it sounds like you won't even need Crit Surge any more as a stamina build. Which is cool and all but I repeat the heal element is a must for magicka Sorcs. Nothing changes that.
If you're a DW/Bow Sorc, Power Surge will look very enticing for DPS/Burst and reliance to Critical Leech for heals.
I think the options offered by the morphs are good. The skill is not a "must" which indicates balance. If a skill is a "must" that makes it OP, like Entropy currently is.
Yes,
1) flat heal would be better idea. Or like I said in an another thread,
2) not apply the 1 sec timer on DOT abilities, but maybe make them zero the timer. So a DOT ability would heal every time it crits, but would zero the timer for other abilities. Then it there would be some options and trade offs.
3) Also it could be there's a minimum value for the heal, but no maximum: Low crit - average heal, High crit - high heal.
My friend has a magica sorc and I can't say I'm sorry he lost with the crit surge. First of all, his dps is amazing - especially AOE. Then, with a bat swarm that has heals and chance to crit and so a chance to heal with the crits, it's just stupid.
And even I was healing with the DW AOE like crazy. With mobs under 50% of health my high crits were over 1000 while the low ones were 600 - 700. I could be close to death between the strikes but full again with a one whirl. I spammed my way to VR14 very easily with undead mobs + fighter skill abilities.
The answer is clear.
Critical Surge (base skill): Costs magicka. Critical hits heal you for 65% of damage dealt.
Power Surge (morph): Costs Stamina, Buffs Weapon Power (Major Brutality or whatever the hell), and Critical Hits Heal you for 65% of damage dealt.
Spell Surge (morph): Cost Magicka, Buffs Spell Damage (Major Sorcery), and Critical hits heal you for 65% of damage dealt.
This is the only acceptable solution.
I don't think there'd be any need to reduce the % if they capped it at 6 targets like they said they're doing with all secondary effects.
mike.gaziotisb16_ESO wrote: »2) Removing the cooldown. It would make you unkillable with uncapped AoE and decent crit chance. That's a no-no too
We are talking crit procs and 50% seemed balanced before, especially against a normal pack of mobs as long as blocked and dodged, elites were much harder and you needed to be mobile and dodge. As for against Players the idea was to let you do damage as you healed from off hits, but the moment they focused on you, you were gone as you either had to escape or be beaten down fast.
mike.gaziotisb16_ESO wrote: »
We are talking crit procs and 50% seemed balanced before, especially against a normal pack of mobs as long as blocked and dodged, elites were much harder and you needed to be mobile and dodge. As for against Players the idea was to let you do damage as you healed from off hits, but the moment they focused on you, you were gone as you either had to escape or be beaten down fast.
I think we've explained enough times that the removal of AoE caps and change to impenetable meant something had to change about the skill. The heals would be insane. If you don't see why then fine, but even as a Sorc, I can't agree with you.
I don't like the cooldown either. If you can think of a more appropriate nerf than the cool down that would bring it in line with the changes then we're all ears
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
gendarkb16_ESO wrote: »Stop saying that stamina sorcs benefit from surge... the first problem with surge even in 1,5 in AvA is that if the enemy blocks your crit, you don't heal, so in pvp everyone is permablocking so crit surge in pvp never (or very rare) heals. At least in 1.5 pve critical surge is still good.
But right now in 1.6 patch and the new buff unification mechanic, surge got nerfed to oblivion for both magica and stamina sorcerers.
Why use surge now when:
Magica sorc: Entropy gives the same buff and better heals + a dot dmg
or even worse a spellpower pot with health/spellpower/extrastat pot is better than surge for more duration and you get a free slot on your bar.
Stamina sorc: Rally gives the same buff for an extra 14s (34s total) and way more heals and a reliable heal on demand.
or even worse a weaponpower pot or health/weaponpower/extrastat pot is better than surge again and you get a free slot on your bar, you can even drop rally ... so why use rally or surge when a pot does the same effect.
The only way that surge ls usefull again is with the removal of the internal cooldown and make that if a crit attack is blocked you still heal by the 65% of the damage you did.
Also you promised(in interviews and esolive)that the extra duration that power surge morph gives right now in 1,5p (around 34-40s) in 1,6 that would be the new duration of surge in the base spell. Right now the brutality buffs fron pots last longer than surge...