And in the process, they completely [snip] all players who use other abilities from there. Especially tanks.
Bound Aegis and Hardened Ward are really important skills from that skill line, the Atronach is one of the reasons why you would have a sorcerer in your group at all (that's true even for DD sorcs - no, you can't just swap that skill line out), but they did not waste a single second of attention on that.
If both devs and players could spare like half a minute to think of other roles than Damage and PvP, that level of thinking would be even more appreciated.
method__01 wrote: »so,if i want to keep using hardened ward i must use a pet and sacrifice 2 more slots for using it -cause pet wont stay up if only slotted in backbar.............how exactly does this add to my gameplay?
leave the skill as it is-go ruin other classes plz
method__01 wrote: »so,if i want to keep using hardened ward i must use a pet and sacrifice 2 more slots for using it -cause pet wont stay up if only slotted in backbar.............how exactly does this add to my gameplay?
leave the skill as it is-go ruin other classes plz
From my understanding you can still use hardened ward without the pets. They just removed the split ability of "with pets does X, without pets does X and Y"
From my understanding you can still use hardened ward without the pets. They just removed the split ability of "with pets does X, without pets does X and Y"
When I made my Sorc tank I found almost no use for bound aegis personally. And the ward I replaced with bone shield to help protect my group. With scribing there's even more options I'm sure.
Not saying you're wrong, just saying even as someone who only tanks as a sorc, I don't see an issue on my end with the changes.
The do or don't on this is hard to take. Non-pet sorcs losing pretty much all passives and 10% magicka, and have to just look elsewhere if we do not want to play pets. Bound aegis and Ward are still key skills with or without pets both in pve and pvp but now it feels like punishment to use it on non-pet builds.
BlackLabel wrote: »Except that this change completely skrews PvP players as the 2 most important skills for sorc PvP (conjured ward & curse) are in this line. This change pigeonholes PvP sorcs to have to use pets if they want to have access to these crucial skills…
I just know I've never ever liked the pets in this game (both combat and non-combat 🤢). So I was eager to rip that line out by its arteries, and I was glad to see that ZOS seemed to understand players like me. For someone who's removing that class line anyways (rather than building into it), the way the abilities perform without pets didn't seem to matter for my builds. Even for my tanking, I can just replace it with a different, perhaps better, tanking line. But if players really do rely on the healing shield and such on it even for non-pet, and even if players want to subclass into the line as non-pet, then that does seem to offer more diversity and build application.
The do or don't on this is hard to take. Non-pet sorcs losing pretty much all passives and 10% magicka, and have to just look elsewhere if we do not want to play pets. Bound aegis and Ward are still key skills with or without pets both in pve and pvp but now it feels like punishment to use it on non-pet builds.
The do or don't on this is hard to take. Non-pet sorcs losing pretty much all passives and 10% magicka, and have to just look elsewhere if we do not want to play pets. Bound aegis and Ward are still key skills with or without pets both in pve and pvp but now it feels like punishment to use it on non-pet builds.
We lost one passive and the heal from hardened ward (an already strong shield on a class that has many heals available already). I don’t see the world-ending problem here?
Why not use the same "With each Daedric Summoning skills slotted" logic for passives that other classes have? Since pets take up a lot of barspace, this would help a lot. And they should just let Daedric Prey buff the Blastbones/Warden bear ult. Those skills do decent damage, but Prey is a single target dot and not as broken as the arc/necro/nb beam build right now.
With the porch newts, I'm glad to see it's been decided to make daedric summoning entirely summoning focused, so that sorcs who don't want to use pets can feel more confident in replacing the whole skill line with subclassing. I appreciate that level of thinking!
Turtle_Bot wrote: »The do or don't on this is hard to take. Non-pet sorcs losing pretty much all passives and 10% magicka, and have to just look elsewhere if we do not want to play pets. Bound aegis and Ward are still key skills with or without pets both in pve and pvp but now it feels like punishment to use it on non-pet builds.
We lost one passive and the heal from hardened ward (an already strong shield on a class that has many heals available already). I don’t see the world-ending problem here?
It's more than "one passive and the heal from hardened ward".
Assuming Sorc swaps out Daedric Summoning due to wanting to not use pets, the class loses:- Aegis which is 8% max mag + minor resolve + minor protection
- Armaments which is STAMsorcs delayed burst
- Bird AND clanfear heals (there goes 2 more heal options)
- Ward (this was all that needed adjusting imo)
- Haunting Curse (non-pet magsorcs delayed burst and the PvP morph)
- Rebate passive (sustain on things like ward, curse and armaments)
- Power stone passive (8% cost reduction of ultimates)
- Atro (best DPS ultimate in sorcs entire kit and the only reason to bring the class into organized PvE raids at all)
- Expert Summoner (10% max mag + stam)
- 2 best DoTs in the entire class kit and the only single target DoTs in the entire class kit
This is a huge nerf to non-pet sorcs by "swapping out this line" as the devs told us to do in the patch notes..
- 18% max mag (this is a significant DPS and sustain drop)
- 10% max stamina (significant survivability drop due to less blocking/roll dodging)
- No delayed burst ability (for mag or stam)
- 60% of the classes heals are just gone, the remaining 2 are a cast time self heal (rip sorc healers) or prohibitively expensive/clunky
- No minor resolve/protection, or roughly a 10% drop in mitigation)
- No worthwhile DPS ultimate (overload is a buggy mess that is only useful for cheesing dummy parses and not even that is as good as what other classes can now get from subclassing without cheese and negate has so little damage and it's silence is completely useless in PvE).
- Only 1 remaining viable class DoT (hurricane morph specifically since lightning form never got it's base radius increased to match the new melee attack range)
- 8% increased ulti cost as well as 300 mag/stam restore every few seconds is a sustain loss and a significant DPS loss due to less frequent ultimates
I fail to see how that is not a world-ending problem for non-pet sorcs that were already behind pet-sorcs for PvE, especially in less casual PvE settings where the (strong in PvP) things like Streak are simply more niche tools rather than actual mainstay abilities.
There was also no need for ZOS to get snippy with us when they could have simply moved a few abilities around (like they did for NB a couple patches ago) and reworked a couple of morphs from skills in other lines:
- Swap Curse and Daedric Mines with each other (why is Curse (literally using dark magic to curse a target) a "Daedric Summoning" ability, but Daedric Mines (that summons explosive runes) a "Dark Magic" ability.....). The names alone scream for those abilities to be swapped (have the mines grant the pet bonus and rework prey morph to do something else).
- Change the DPS morph of negate to match Atro's DPS and provide a group buff on cast (doesn't have to be berserk, but something useful). Remove the silence from this morph and keep the other morph as the "silence" morph for PvP (like how DK standard has clear distinctions between the PvE and PvP morphs).
- Buff Liquid Lightning to be an actually good DoT and have the synergy be a debuff instead of locking all the damage in the synergy that can't even be self activated.
- Increase base radius of lightning form and morphs to match the 7m melee attack range
- Make Rune-cage into a single target DoT (similar to mages guild degen)
At least with my above changes, non-pet Sorcerer would only have to try and find replacements for expert summoner passive, aegis, ward and 2 DoTs, something that can be feasibly done by swapping in 1 line and adding a couple of scribing skills.
StarOfElyon wrote: »With the porch newts, I'm glad to see it's been decided to make daedric summoning entirely summoning focused, so that sorcs who don't want to use pets can feel more confident in replacing the whole skill line with subclassing. I appreciate that level of thinking!
I used bound armaments on my bow sorc. Guess "play a different class" is the solution to that getting nerfed. So much for play how you want.