Emma_Overload wrote: »I can't believe what I'm hearing!
You guys know that if they re-nerf Rune Cage before Summerset goes live, there's no guarantee whatsoever that they'll give us anything in exchange? People are going to complain about Sorcs and beg for nerfs no matter what goes live. I say we "let it ride" and see where the meta takes us.
"A bird (or buff) in the hand is worth two in the bush"
Runecage in it´s current form on live (patch 3.whatever) is too weak and not used enough.
ZOS agreed with that notion of sorc players as they buffed it because it saw very little use compared to alternatives.
The way they buffed it is controversial.
Nobody has flatout asked for cage to be brought back to its previous state. Absolutely nobody - it´s not good enough that way. It was merely pointed out that the way the skill was buffed could lead to undesireable playing experience for the victim (which would then lead to nerfs down the road again).
Having the dmg as a dot + and added snare/vunerability/breach/reduced cost would still keep the skill desireable - but not as unbalanced as it currently is.
Cage and stormarmor were my top 2 skills needing buffs for magica sorc - but the buff to cage is simply not balanced. It needs a different buff imo.
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
I don't think a small damage buff on fragments and major breach on the following skills is worth as much as the damage on rune cage.
If we had a powerful DoT in dark magic, either on Rune Cage or Shattering Prison (on one target), that would help with pressure and survivability (blood magic + surge) without buffing burst or shields.
Better access to buffs/debuffs should just be a given, tbh.
Joy_Division wrote: »DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
See, either the sorc one shot potential needs to go back to previous levels (imo Live server is fine, I can get back into sneak before sorcs can kill me if I play well), or their defenses need to be brought in line with other one shot builds. That's how balance works.
I don't think it would be balanced if your stam NB and sorc could one-shot each other.
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
Well, the thing with Frags is (was) that they're also part of the burst combo & definitely were hitting too hard before.
By moving the burst from Rune Cage to Frags you don't fix the problem, you only move the burst from one part of the combo to the other (i.e. the guaranteed Frag landing that Rune Cage provides).
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
Well, the thing with Frags is (was) that they're also part of the burst combo & definitely were hitting too hard before.
By moving the burst from Rune Cage to Frags you don't fix the problem, you only move the burst from one part of the combo to the other (i.e. the guaranteed Frag landing that Rune Cage provides).
Behave. How were they hitting too hard? 10% difference on a skill that has average tooltip ~15k, results in ~500 more dmg on average after Battle Spirit and armor mitigation. The notion that the damage was OP then but is fine now is ludicrous.
Either both versions are not fine (damage wise), or Frags are still broken strong. Is that what you're telling me?
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
I don't think a small damage buff on fragments and major breach on the following skills is worth as much as the damage on rune cage.
If we had a powerful DoT in dark magic, either on Rune Cage or Shattering Prison (on one target), that would help with pressure and survivability (blood magic + surge) without buffing burst or shields.
Better access to buffs/debuffs should just be a given, tbh.
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
Well, the thing with Frags is (was) that they're also part of the burst combo & definitely were hitting too hard before.
By moving the burst from Rune Cage to Frags you don't fix the problem, you only move the burst from one part of the combo to the other (i.e. the guaranteed Frag landing that Rune Cage provides).
Behave. How were they hitting too hard? 10% difference on a skill that has average tooltip ~15k, results in ~500 more dmg on average after Battle Spirit and armor mitigation. The notion that the damage was OP then but is fine now is ludicrous.
Either both versions are not fine (damage wise), or Frags are still broken strong. Is that what you're telling me?
Well, it wasn't as broken as Rune Cage is right now dmg wise (where it's +10k tooltip burst basically).
All I'm saying is it feels balanced enough on live in my opinion, a Cage+Meteor+Frag comes very, very close to killing me/just kills me most of the time (yes, I realize not many people play this) - I'd rather not see that become a guaranteed kill thanks to an extra 2-3k tooltip burst.
Frags is still worth slotting (on PTS and Live), is it not?
I'd rather see ZOS find ways to improve how sorcs perform vs tank builds, which they have some problems dealing with.
Maybe some DoT component to Rune Cage rather than instant damage could work.
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
Well, the thing with Frags is (was) that they're also part of the burst combo & definitely were hitting too hard before.
By moving the burst from Rune Cage to Frags you don't fix the problem, you only move the burst from one part of the combo to the other (i.e. the guaranteed Frag landing that Rune Cage provides).
Behave. How were they hitting too hard? 10% difference on a skill that has average tooltip ~15k, results in ~500 more dmg on average after Battle Spirit and armor mitigation. The notion that the damage was OP then but is fine now is ludicrous.
Either both versions are not fine (damage wise), or Frags are still broken strong. Is that what you're telling me?
Well, it wasn't as broken as Rune Cage is right now dmg wise (where it's +10k tooltip burst basically).
All I'm saying is it feels balanced enough on live in my opinion, a Cage+Meteor+Frag comes very, very close to killing me/just kills me most of the time (yes, I realize not many people play this) - I'd rather not see that become a guaranteed kill thanks to an extra 2-3k tooltip burst.
Frags is still worth slotting (on PTS and Live), is it not?
I'd rather see ZOS find ways to improve how sorcs perform vs tank builds, which they have some problems dealing with.
Maybe some DoT component to Rune Cage rather than instant damage could work.
So if it's balanced enough on Live it was balanced enough before too (again, damage wise). Since the difference in PvP is so trivial. Unless you're telling me that 500-700 extra damage is what tipped it over the edge to broken. This simply does not compute.
I don't disagree with you on the potential problems of the Cage buff. Nor do I disagree with tanks being the problem area for (non-pet) MagSorcs. Hence I proposed Breach which will help with damage against tanks.
A DoT on the Cage is not a bad idea, but again I don't think it'll be used. Why? Because the majority will survive the combo and once you survive it, the next burst window for Sorc is so long it allows you to recover. If you survive it on your stambalde you will just cloak and supress the DoT. GG.
A tank will just block and heal and you have to wait for CC immunity to disappear before you can re-apply the DoT. Light armor users will just get free magicka from Harness. I just don't think it'll be used.
DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
See, either the sorc one shot potential needs to go back to previous levels (imo Live server is fine, I can get back into sneak before sorcs can kill me if I play well), or their defenses need to be brought in line with other one shot builds. That's how balance works.
Do you see anyone defend the proposed changes to Rune Cage? Nobody asked for it, nobody wanted it, and I certainly don’t want it in that form because we will have to pay with nerfs for 3 months of cheesy gameplay fun.
To quote a certain person in another thread (not gonna name & shame tho):Eat the new cage, because I’m going to shove it so far down every nightblade throat I hope you all choke on it.Edit: Also I’m sure you are not dying because RC has damage now. It’s the new OL in most cases. Besides, “playing well” getting into Invisibility again means hitting two buttons. “Balanced”.
Overload is insane burst, but all of it is dodgeable (you can't really land it with Rune Cage). What kills non-tank builds is Rune Cage+Frags (or Rune Cage+Force Pulse even), or just Rune Cage+Curse which now pulls you to Implosion/Fury range and results in an instant, unavoidable death if you're not on a high health tank build.
Tested on PTS dozens of different variations.
"Playing well" btw means avoiding streaks/det pots with good movement, spacing out your cloaks/dodge rolls properly (high damage=not infinite sustain) & actually knowing how stealth works and when you're able to go back into sneak (and not get stuck in combat). It is far from easy and most "gank builds" I meet fail at it.Edit 2: Also landing your combo properly will kill the Sorc because he is CCed and his shield is down. Anything else is just asking for cheap(er) kills.
Nope, landing my full combo gets through one shield & deals maybe 2-3k damage, after which I need to get through 18k'ish health pool with Bombard & Light Attacks before Sorcerer CC breaks & recasts shield(s).
Two shields stacked & the whole combo (that can instagib 25k health 7 impen heavy armor builds on PTS btw) doesn't even reach the health bar of a sorcerer.
@DDuke
Your scenario is completely theoretical. There is no way you have Meteor hitting and a Frag proc conveniently just when you need it. Also, even if you hold the frag proc, the only way you’re going to hit that frag is close range - otherwise it will be dodged.
I have been playing with RC on my bar since it became a stun. I consider myself a decent Sorc, not the best or really good, just decent. My experience is you will either hit the Meteor or the Frag but never both if your opponent isn’t a complete potato.
So actually the burst isn’t as great as you make it, it’s certainly nothing to write home about currently on live.
DuskMarine wrote: »DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
no actually thats not the issue ive tested it. your "ONE DEFENSE" is not a whining topic its tested to be overperforming. if you can tank a mechanic that is meant to kill you in one shot if your not speced to be a tank there is an issue with it. there was even one point where i tested it against a buddy of mines nightblade i had a 9k shield that ate a 14k lethal arrow like it was dirt. whether that was a bug or what i dont know. but they need to be nerfed alot more than 10% a whole lot more than 10% they need taken down about 50%. wards are litterally to powerful.
Seriously? Anyone that can't counter a Sorcs ward or Sorc in.general these days is not qualified to feedback on a Sorc thread. Sorry but a 50% ward reduction suggestion is ridiculous.
How's about 50% medium.armour resistant, and 50% heavy? And 50% cloak cost increase and 50 decrease in.time. Oh nd Templars can.have a 50% heal reduction too.
DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
See, either the sorc one shot potential needs to go back to previous levels (imo Live server is fine, I can get back into sneak before sorcs can kill me if I play well), or their defenses need to be brought in line with other one shot builds. That's how balance works.
Do you see anyone defend the proposed changes to Rune Cage? Nobody asked for it, nobody wanted it, and I certainly don’t want it in that form because we will have to pay with nerfs for 3 months of cheesy gameplay fun.
To quote a certain person in another thread (not gonna name & shame tho):Eat the new cage, because I’m going to shove it so far down every nightblade throat I hope you all choke on it.Edit: Also I’m sure you are not dying because RC has damage now. It’s the new OL in most cases. Besides, “playing well” getting into Invisibility again means hitting two buttons. “Balanced”.
Overload is insane burst, but all of it is dodgeable (you can't really land it with Rune Cage). What kills non-tank builds is Rune Cage+Frags (or Rune Cage+Force Pulse even), or just Rune Cage+Curse which now pulls you to Implosion/Fury range and results in an instant, unavoidable death if you're not on a high health tank build.
Tested on PTS dozens of different variations.
"Playing well" btw means avoiding streaks/det pots with good movement, spacing out your cloaks/dodge rolls properly (high damage=not infinite sustain) & actually knowing how stealth works and when you're able to go back into sneak (and not get stuck in combat). It is far from easy and most "gank builds" I meet fail at it.Edit 2: Also landing your combo properly will kill the Sorc because he is CCed and his shield is down. Anything else is just asking for cheap(er) kills.
Nope, landing my full combo gets through one shield & deals maybe 2-3k damage, after which I need to get through 18k'ish health pool with Bombard & Light Attacks before Sorcerer CC breaks & recasts shield(s).
Two shields stacked & the whole combo (that can instagib 25k health 7 impen heavy armor builds on PTS btw) doesn't even reach the health bar of a sorcerer.
Don't really think that's a fair comparison. Does that Heavy armor build have Vigor ticking? Are they blocking? A freshly double shield stacked sorc is pretty much turtle mode. I'm not going to spend 6k magicka recasting two shields in 2 seconds in a normal rotation. At least I don't think a good sorc will. And If I'm constantly shield stacking I'm going to run out of resources before you do. Any class can turtle, why can't sorcs?
Secondly, last I checked, bow builds still weren't truly competitive in PvP so unless you state otherwise (and I will concede to your opinion on bow builds) it's not a fair analogy to use an underperforming spec to measure a classes defence.
I don't have disk space for PTS sadly, so I have no experience of how the new version performs. I still have my doubts that it'll be used to be honest. Even with this big buff.
Not having played on the pts, but lookin gat the changes, I'm of the view that sorc got quite a big buff(especially my playstyle).
I'm not gonna argue their pro's/cons vs other classes - I'm just gonna enjoy it while it lasts.
That’s shortsighted. You know what’s going to happen if it goes live that way.
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
Well, the thing with Frags is (was) that they're also part of the burst combo & definitely were hitting too hard before.
By moving the burst from Rune Cage to Frags you don't fix the problem, you only move the burst from one part of the combo to the other (i.e. the guaranteed Frag landing that Rune Cage provides).
Behave. How were they hitting too hard? 10% difference on a skill that has average tooltip ~15k, results in ~500 more dmg on average after Battle Spirit and armor mitigation. The notion that the damage was OP then but is fine now is ludicrous.
Either both versions are not fine (damage wise), or Frags are still broken strong. Is that what you're telling me?
Well, it wasn't as broken as Rune Cage is right now dmg wise (where it's +10k tooltip burst basically).
All I'm saying is it feels balanced enough on live in my opinion, a Cage+Meteor+Frag comes very, very close to killing me/just kills me most of the time (yes, I realize not many people play this) - I'd rather not see that become a guaranteed kill thanks to an extra 2-3k tooltip burst.
Frags is still worth slotting (on PTS and Live), is it not?
I'd rather see ZOS find ways to improve how sorcs perform vs tank builds, which they have some problems dealing with.
Maybe some DoT component to Rune Cage rather than instant damage could work.
Murador178 wrote: »- remove nerfs of frags --> and renerf runecage
DuskMarine wrote: »DuskMarine wrote: »DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
no actually thats not the issue ive tested it. your "ONE DEFENSE" is not a whining topic its tested to be overperforming. if you can tank a mechanic that is meant to kill you in one shot if your not speced to be a tank there is an issue with it. there was even one point where i tested it against a buddy of mines nightblade i had a 9k shield that ate a 14k lethal arrow like it was dirt. whether that was a bug or what i dont know. but they need to be nerfed alot more than 10% a whole lot more than 10% they need taken down about 50%. wards are litterally to powerful.
Seriously? Anyone that can't counter a Sorcs ward or Sorc in.general these days is not qualified to feedback on a Sorc thread. Sorry but a 50% ward reduction suggestion is ridiculous.
How's about 50% medium.armour resistant, and 50% heavy? And 50% cloak cost increase and 50 decrease in.time. Oh nd Templars can.have a 50% heal reduction too.
cant counter sorcs hmm ok so in order to counter a sorc i need to be a nightblade who can stealth and in one rotation kill you or your gonna spam your shield button till it breaks. right that makes sense. sorc shields overperform so badly and all yall do is defend a broken skill. and your comparing it to medium armor heavy armor and cloak you left out light armor by the way. but does armor need a 50% nerf no it doesnt reason being is the only one that protects you from one shots is heavy armor if you are blocking with a sword and board. i can agree with the cloak thing having a streak like hit to it that would work itd stop it being spammable but thats not what your attacking back about. the issue that none of you want to face is the factor wards are broken and overperforming in both pve and pvp. a ward should not ever protect you from dieing to a mechanic based death if you are not a tank if you think it should you dont know what your talking about. i have seen so many sorcs when non shield users in a raid have died to a cleave sit there spam their shields and that cleave means nothing to them. that alone proves something needs done to lower shields because you shouldnt even be able to do that if your not a tank spec. pvp its also overperforming with shield spammers if i hit you and you pop a shield even if i destroy it fast youll just pop another one and another one and another one see the point here? unless i stun you and pray to god your stamina wont come back(or you dont have a pot active already to stop that) shield spamming litterally can turn a fight almost instantly. i really hope the devs actually look at these posts cause otherwise well never have balance if they dont see the actual ideas through all the people who want to stay broken.
Wolfenbelle wrote: »I wish it was possible for ZOS to separate PvP and PvE balancing, but apparently it is not. But it seems most balancing changes occur as a reaction to PvP player feedback. Almost everything I've read on this thread concerns PvP with little to no thought given to PvE impact.
Not having played on the pts, but lookin gat the changes, I'm of the view that sorc got quite a big buff(especially my playstyle).
I'm not gonna argue their pro's/cons vs other classes - I'm just gonna enjoy it while it lasts.
That’s shortsighted. You know what’s going to happen if it goes live that way.
It is - but I know things rarely change based on feedback from PTS to live.I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
Well, the thing with Frags is (was) that they're also part of the burst combo & definitely were hitting too hard before.
By moving the burst from Rune Cage to Frags you don't fix the problem, you only move the burst from one part of the combo to the other (i.e. the guaranteed Frag landing that Rune Cage provides).
Behave. How were they hitting too hard? 10% difference on a skill that has average tooltip ~15k, results in ~500 more dmg on average after Battle Spirit and armor mitigation. The notion that the damage was OP then but is fine now is ludicrous.
Either both versions are not fine (damage wise), or Frags are still broken strong. Is that what you're telling me?
Well, it wasn't as broken as Rune Cage is right now dmg wise (where it's +10k tooltip burst basically).
All I'm saying is it feels balanced enough on live in my opinion, a Cage+Meteor+Frag comes very, very close to killing me/just kills me most of the time (yes, I realize not many people play this) - I'd rather not see that become a guaranteed kill thanks to an extra 2-3k tooltip burst.
Frags is still worth slotting (on PTS and Live), is it not?
I'd rather see ZOS find ways to improve how sorcs perform vs tank builds, which they have some problems dealing with.
Maybe some DoT component to Rune Cage rather than instant damage could work.
You're exaggerating again! May of your arguments make sense and I agree with a fair bit of what you say, but exaggerating won't help and will get you called out for at and distract from the real discussion.
I know you showed a screenshot of it having around 9.5k on a setup with no sustain and so many stacked buffs on an overload bar..
My 52k mag setup on live has it at 6.3k.
The reality for this skill is going to be between 4 and 8k for most builds. NOT 10k+


Wolfenbelle wrote: »I have one simple request for all the PvP players on this thread asking for this or that nerf, buff, "rebalance," etc. Please, please, please remember that the game has two aspects, PvP and PvE. Any change made for PvP will also affect PvE, often negatively.
Perfect balance in PvP will never be achieved. Players will always find someone else whose character is stronger than theirs. When it happens to you, please stop to consider that any changes you want to prevent you dying to whatever that stronger player used will affect many other players, not just you and that opponent.
I wish it was possible for ZOS to separate PvP and PvE balancing, but apparently it is not. But it seems most balancing changes occur as a reaction to PvP player feedback. Almost everything I've read on this thread concerns PvP with little to no thought given to PvE impact.
@ZOS_GinaBruno, @ZOS_JessicaFolsom, @ZOS_Wrobel

Wolfenbelle wrote: »I have one simple request for all the PvP players on this thread asking for this or that nerf, buff, "rebalance," etc. Please, please, please remember that the game has two aspects, PvP and PvE. Any change made for PvP will also affect PvE, often negatively.
Perfect balance in PvP will never be achieved. Players will always find someone else whose character is stronger than theirs. When it happens to you, please stop to consider that any changes you want to prevent you dying to whatever that stronger player used will affect many other players, not just you and that opponent.
I wish it was possible for ZOS to separate PvP and PvE balancing, but apparently it is not. But it seems most balancing changes occur as a reaction to PvP player feedback. Almost everything I've read on this thread concerns PvP with little to no thought given to PvE impact.
@ZOS_GinaBruno, @ZOS_JessicaFolsom, @ZOS_Wrobel
Duke, I'd argue that Fear+Merciless is as strong and BS as Cage+Frag, and you get a TON of utility from the NB two, plus Fear often guarantees TWO succession hits in Cyrodiil lag/wonkiness.
Murador178 wrote: »Emma_Overload wrote: »I can't believe what I'm hearing!
You guys know that if they re-nerf Rune Cage before Summerset goes live, there's no guarantee whatsoever that they'll give us anything in exchange? People are going to complain about Sorcs and beg for nerfs no matter what goes live. I say we "let it ride" and see where the meta takes us.
"A bird (or buff) in the hand is worth two in the bush"
Runecage in it´s current form on live (patch 3.whatever) is too weak and not used enough.
ZOS agreed with that notion of sorc players as they buffed it because it saw very little use compared to alternatives.
The way they buffed it is controversial.
Nobody has flatout asked for cage to be brought back to its previous state. Absolutely nobody - it´s not good enough that way. It was merely pointed out that the way the skill was buffed could lead to undesireable playing experience for the victim (which would then lead to nerfs down the road again).
Having the dmg as a dot + and added snare/vunerability/breach/reduced cost would still keep the skill desireable - but not as unbalanced as it currently is.
Cage and stormarmor were my top 2 skills needing buffs for magica sorc - but the buff to cage is simply not balanced. It needs a different buff imo.
yo killing 30k hp 28k resist players with meteor from full hp is funny(ofc it was a lucky all crit combo) - but still i dont mind high burst AS LONG AS there is counterplay. --> this change will result in a very boring meta --> stam will need to go tanky in heavy armor to survive.
SORC still feels boring to play. - not as boring when spamming reach so
Sorc needs a rework imo:
- shields are boring
--> they cause alot of hate- bc they are too strong vs 1 player and rather weak vs multiple --> maybe some form of reactive
defense needing timing
- remove nerfs of frags --> and renerf runecage
- changes to obilivion dmg
- a change to the curse proccing 2 times - imo its bad designed since u cant combo well most of the time on the first proc -
curses also shouldnt stack on a single player - getting 3 curses on a non tank is a death sentence without counterplay
If Fear dealt 8k tooltip damage it'd be comparable in terms of damage atleast...
If Fear dealt 8k tooltip damage it'd be comparable in terms of damage atleast...
But we´d be in the position where there´s 2 targets, snare and maim on fear + a way stronger passive associated with it aswell.
The melee argument gets somewhat counteracted by the fact that nb has cloak (forced gapcloser from enemy) an actual gapcloser for magica + stamina and access to a ranged root + snare ability aswell as major expedition on 2 skills (and further movement speed bonuses).
What i want to say is: The whole situation of the two classes is in no way comparable when looking at the complete featurelist.
Not having played on the pts, but lookin gat the changes, I'm of the view that sorc got quite a big buff(especially my playstyle).
I'm not gonna argue their pro's/cons vs other classes - I'm just gonna enjoy it while it lasts.
That’s shortsighted. You know what’s going to happen if it goes live that way.
It is - but I know things rarely change based on feedback from PTS to live.I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
Well, the thing with Frags is (was) that they're also part of the burst combo & definitely were hitting too hard before.
By moving the burst from Rune Cage to Frags you don't fix the problem, you only move the burst from one part of the combo to the other (i.e. the guaranteed Frag landing that Rune Cage provides).
Behave. How were they hitting too hard? 10% difference on a skill that has average tooltip ~15k, results in ~500 more dmg on average after Battle Spirit and armor mitigation. The notion that the damage was OP then but is fine now is ludicrous.
Either both versions are not fine (damage wise), or Frags are still broken strong. Is that what you're telling me?
Well, it wasn't as broken as Rune Cage is right now dmg wise (where it's +10k tooltip burst basically).
All I'm saying is it feels balanced enough on live in my opinion, a Cage+Meteor+Frag comes very, very close to killing me/just kills me most of the time (yes, I realize not many people play this) - I'd rather not see that become a guaranteed kill thanks to an extra 2-3k tooltip burst.
Frags is still worth slotting (on PTS and Live), is it not?
I'd rather see ZOS find ways to improve how sorcs perform vs tank builds, which they have some problems dealing with.
Maybe some DoT component to Rune Cage rather than instant damage could work.
You're exaggerating again! May of your arguments make sense and I agree with a fair bit of what you say, but exaggerating won't help and will get you called out for at and distract from the real discussion.
I know you showed a screenshot of it having around 9.5k on a setup with no sustain and so many stacked buffs on an overload bar..
My 52k mag setup on live has it at 6.3k.
The reality for this skill is going to be between 4 and 8k for most builds. NOT 10k+
Nobody knows yet what the meta will be like next patch, maybe people will realize how powerful max dmg builds can be & build accordingly - or maybe we just keep seeing tanky sustain builds everywhere. Who knows.
I'm theorycrafting based around how I would play sorc against my other builds and everyone else.
That build you're referring to isn't what I'd play btw (it was just theorycrafting for the worst case scenario of some Xv1 sorc, that specific build can't live in 1v1).
I get this on my 5x Caluurion 5x Necro 2x Zaan with 3x Spell Dmg glyphs & Mage mundus sorc:
...if instead of taking the proc approach (you can have those Caluurions & Zaans land easily with Rune Cage btw) with my burst damage I went for maximum stats, it'd look like this: