spartaxoxo wrote: »If someone left the game because they didn't like every single skill on a single class then they were never that into the game in the first place. I certainly don't think the game should be designed around people who so easily quit over loyal players that have played the game for 10-11 years. If this game gets utterly destroyed for me by the outright deletion of any skill line that I use with no respect shown to the people that use it, then that's an easy uninstall for me.
IDC if they change underused morphs or let them be one barred or whatever but the entire skill line being destroyed? Absolutely not.
I think it is extremely disrespectful to delete a core identity of any of the classes for no good reason at all. And no, subclassing made the meta too narrow is not a reason to delete pure class identity.
Turtle_Bot wrote: »Excuse me? you want to talk about disrespectful when you are posting stuff such as this?
spartaxoxo wrote: »Turtle_Bot wrote: »Excuse me? you want to talk about disrespectful when you are posting stuff such as this?
I didn't say there was a problem with others players feeling differently. I'm saying that I would personally feel zos has disrespected my time if the core character that I have played for about a decade were to be deleted from the game suddenly. A decade is a massive time investment from players. That's what I mean. People felt the same way about things like AWA and quit the game or scaled back how much they played. We all have the things that are core to our gameplay experience and my ability to play my sorc is one of mine.
spartaxoxo wrote: »If someone left the game because they didn't like every single skill on a single class then they were never that into the game in the first place. I certainly don't think the game should be designed around people who so easily quit over loyal players that have played the game for 10-11 years. If this game gets utterly destroyed for me by the outright deletion of any skill line that I use with no respect shown to the people that use it, then that's an easy uninstall for me.
IDC if they change underused morphs or let them be one barred or whatever but the entire skill line being destroyed? Absolutely not.
I think it is extremely disrespectful to delete a core identity of any of the classes for no good reason at all. And no, subclassing made the meta too narrow is not a reason to delete pure class identity.
spartaxoxo wrote: »If someone left the game because they didn't like every single skill on a single class then they were never that into the game in the first place. I certainly don't think the game should be designed around people who so easily quit over loyal players that have played the game for 10-11 years. If this game gets utterly destroyed for me by the outright deletion of any skill line that I use with no respect shown to the people that use it, then that's an easy uninstall for me.
IDC if they change underused morphs or let them be one barred or whatever but the entire skill line being destroyed? Absolutely not.
I think it is extremely disrespectful to delete a core identity of any of the classes for no good reason at all. And no, subclassing made the meta too narrow is not a reason to delete pure class identity.
The issue is we’ve cited data driven reasons why it makes sense for Sorc pets to be re-organized. And let me reiterate, I said REORGANIZE, not delete.
Again, nobody said take them out of the game, we’re saying take them out of the class but do so in a way that they’re still freely accessible to any Sorc who wants them.
I think it’s disrespectful for casual players who choose to only play select portions of the game content to tell other long term players who DO choose to engage in all forms of ESO content that a particular class is “just fine” because it works for them.
It doesn’t work for everyone, it works for you but not a very large group of people.
The difference between what we’re suggesting versus what you’re suggesting is that with our approach Pets would not only still be usable but could be expanded upon. But keeping Pets trapped under the Sorc class forces everyone else to live with a class that’s data-shown to underperform.
How is that not disrespectful? How is it ok to advocate that a large group of players have to remain restricted rather than a compromising suggestion that delivers more of what satisfies everyone?
Moving Pets wouldn’t hurt your build in the slightest but keeping the Pets where they are takes up key skill slots that many players need. It’s wrong to put players in a corner in the face of a perfectly reasonable solution just because anyone “thinks” that things are ok for them.
BretonMage wrote: »Again, I ask, why not just update the pets to make them viable in endgame? They were once.
At this point, it's getting pretty obvious you want them moved because you just don't like them. And it's unfair because everyone who chose to use a sorc knew what the skill lines were. Sorcs using lightning and daedric summons are part of lore, so what you're asking is unusual on a number of levels.
spartaxoxo wrote: »spartaxoxo wrote: »If someone left the game because they didn't like every single skill on a single class then they were never that into the game in the first place. I certainly don't think the game should be designed around people who so easily quit over loyal players that have played the game for 10-11 years. If this game gets utterly destroyed for me by the outright deletion of any skill line that I use with no respect shown to the people that use it, then that's an easy uninstall for me.
IDC if they change underused morphs or let them be one barred or whatever but the entire skill line being destroyed? Absolutely not.
I think it is extremely disrespectful to delete a core identity of any of the classes for no good reason at all. And no, subclassing made the meta too narrow is not a reason to delete pure class identity.
The issue is we’ve cited data driven reasons why it makes sense for Sorc pets to be re-organized. And let me reiterate, I said REORGANIZE, not delete.
Again, nobody said take them out of the game, we’re saying take them out of the class but do so in a way that they’re still freely accessible to any Sorc who wants them.
I think it’s disrespectful for casual players who choose to only play select portions of the game content to tell other long term players who DO choose to engage in all forms of ESO content that a particular class is “just fine” because it works for them.
It doesn’t work for everyone, it works for you but not a very large group of people.
The difference between what we’re suggesting versus what you’re suggesting is that with our approach Pets would not only still be usable but could be expanded upon. But keeping Pets trapped under the Sorc class forces everyone else to live with a class that’s data-shown to underperform.
How is that not disrespectful? How is it ok to advocate that a large group of players have to remain restricted rather than a compromising suggestion that delivers more of what satisfies everyone?
Moving Pets wouldn’t hurt your build in the slightest but keeping the Pets where they are takes up key skill slots that many players need. It’s wrong to put players in a corner in the face of a perfectly reasonable solution just because anyone “thinks” that things are ok for them.
Your approach would completely delete over a decade of class identity from my character. My approach would just be to buff the sorcerer skill lines so everyone can play the pure class characters that they are already playing, reinforcing class identity that was stripped from the game by subclassing.
And I don't only do casual content. I've done all of the vet arenas, I have done some of the vet trials, and I do vet dungeons.
spartaxoxo wrote: »Data metrics have eliminated most of the game from the meta. That's the reason for the class refresh. Skill lines to supplement Herald of the Tome are selected for their passives. Class refreshes include updates to not just numbers but mechanics. You don't have to delete anything to update a class. Yes, the sorc needs a class refresh. Every pure class in the game is in the same boat.
spartaxoxo wrote: »Turtle_Bot wrote: »Excuse me? you want to talk about disrespectful when you are posting stuff such as this?
I didn't say there was a problem with others players feeling differently. I'm saying that I would personally feel zos has disrespected my time if the core character that I have played for about a decade were to be deleted from the game suddenly. A decade is a massive time investment from players. That's what I mean. People felt the same way about things like AWA and quit the game or scaled back how much they played. We all have the things that are core to our gameplay experience and my ability to play my sorc is one of mine.
I certainly don't think the game should be designed around people who so easily quit over loyal players that have played the game for 10-11 years.
Where did you come up with that?
Turtle_Bot wrote: »So what you're saying by this statement here is that these players who had played the game for it's entire lifespan up until their characters got gutted by ZOS forcing pets onto Sorcerer as the main focus of the class part way through this games lifespan are somehow lesser than you, and should just be ignored, just because they aren't playing the class the same way you do.
@Turtle_Bot I’m all in agreement with you on this one. We need new Staff types, bring on the Conjuration Staff.
Let me summon weapons, armor, and Daedra to do my bidding no matter what Class Skill Lines I have chosen.
While we’re at it, what about an Alteration Staff?
Give me back my Destruction when using an Ice DESTRUCTION staff, and give the tank utility to the magic school that has Ironflesh. Ty Ty
@Turtle_Bot I’m all in agreement with you on this one. We need new Staff types, bring on the Conjuration Staff.
Let me summon weapons, armor, and Daedra to do my bidding no matter what Class Skill Lines I have chosen.
While we’re at it, what about an Alteration Staff?
Give me back my Destruction when using an Ice DESTRUCTION staff, and give the tank utility to the magic school that has Ironflesh. Ty Ty
Actually yeah I'd love an alteration staff to be added to the game. Although I would rather it be part of a new "one-handed spell" setup for spellblades commonly seen in TES.
If you’ve read and kept up with this thread you’d see that both myself and others have cited fact based metrics for why the Sorc pets aren’t viable and are seeking them to be moved.
Why is it unfair to move them if the move will have no impact on current Sorcs who still want to use them?
Trying to buff Sorc pets isn’t going to magically restore a diminished Sorc identity, not after ZoS threw Sorc identity in the back seat years ago.
spartaxoxo wrote: »Where did you come up with that?
They have talked about balance being in an unacceptable position and one only need to look at ESO logs to see it's extremely overwhelmingly Herald of the Tome that's being subclassed into. They've also talked about mixing up the passives because some skill lines had clear delineation between the roles and those were overly favored.
The class refreshes are not just to make things more effective but also to reinforce class identity.Turtle_Bot wrote: »So what you're saying by this statement here is that these players who had played the game for it's entire lifespan up until their characters got gutted by ZOS forcing pets onto Sorcerer as the main focus of the class part way through this games lifespan are somehow lesser than you, and should just be ignored, just because they aren't playing the class the same way you do.
No. I am saying that the game should be balanced around the people who play this game.
There's a false choice being presented that the game can have either Pets Sorcs or No-Pet Sorcs but not both. But that's not true. And the class refresh is literally their opportunity to rebalance the class to be more equitable. At the end of the day, I'm not the one suggesting a class identity to be deleted. It's not only a few people that like pet builds. It's one of the most popular accessibility builds in the game. You see all the time in towns. And you also see it when you look at what base class Sorcs are running in dungeons. Sorcs aren't the only pure class pushed out of trials.
I don't have a problem with Sorcs getting redesigned to make not using a pet more viable. It was that way in the past and it can be again. I do have a problem with the pet sorc having it's class identity destroyed. An additional separate skill line or additional grimoires, damage buffs for not using pets, underused morphs getting changed around, none of those things are things I take issue with.
BretonMage wrote: »If you’ve read and kept up with this thread you’d see that both myself and others have cited fact based metrics for why the Sorc pets aren’t viable and are seeking them to be moved.
Everything you said points to their non-viability NOW, but they can be updated in any number of ways, not just buffed. Abilities will be reworked anyway, and forms can be changed with morphs.Why is it unfair to move them if the move will have no impact on current Sorcs who still want to use them?
1. This IS the Sorc identity as it's always been in ESO, that most of us have grown to love. 2. With ZOS focusing on bringing pure classes back into relevance, staying within the class we chose at the beginning will be more important, and more satisfying for us.
So I disagree that moving pets out will "have no impact".
And by the way, Spartaxoxo IS an experienced player.Trying to buff Sorc pets isn’t going to magically restore a diminished Sorc identity, not after ZoS threw Sorc identity in the back seat years ago.
A number of players have already suggested greater emphasis on Storm Calling, which I fully support.
The Daedric Summoning line can be brought up to date in any number of ways: expanding their abilities, including improving AOE damage if needed; expanding the varieties of summons; improving their passives; introducing more types of bound weapons, etc.
What we need is an update, not a deletion (moving a skill line out of the class is a deletion from the class, not a reorganisation).
I will say, if they remove Daedric Summoning without moving it to a World Skill Line, I would be furious.
YandereGirlfriend wrote: »I know that the recent conversation has been about Summoning, but to be honest, the Sorcerer needs more actual damage abilities via basically whatever vector is available to add them.
If you compare the number of viable PvE damage abilities in the entire Sorcerer kit to the new (or even old...) Dragonknight kit it is like night and day. The class is very clearly held back by a crazy overabundance of utility and PvP pigeonholed skills.
Stormcalling is the poster child for this situation, where the nominal Shock Damage line, the only such line in the entire game, is instead forced to support two virtually damage-less utility skills, a PvP ultimate with nearly identical morphs, and the worst execute ability in the game, with no spammable or even a semi-spammable option in sight. So much for the "Lightning" class. Actual Shock Damage from this line is such a vestigial afterthought that it wounds the soul to be wasted on this class.
Dark Magic is somehow even worse, though, with only a single viable-ish damage ability to choose from and all the rest of the entire line shunted into the PvP and utility buckets. Deadric Mines and Rune Prison haven't seen serious use since like 2019 and are about as dead as morphs can get in this game. And along with Shadow, it is likely the most-neglected and ossified skill line in the entire game.
Which is another classic dilemma for Sorcerers. The good old "But it's good in PvP!" trap (which really means "Carried by two abilities") that somehow justifies everything else about it being relegated to second- or third-rate status. That said, I am pretty confident that the devs will get it largely right after witnessing their successful transformation of DK.
An idea I had when scribing came into the game is having a grimoire that, with sorcerer class mastery and depending on the damage type focus script chosen, temporarily replaces your weapon with a summoned/conjured weapon for a few seconds. This weapon would benefit from any passives you have on the associated weapon skill line, as well as allow you to gain its resources from heavy attacks.
It could theoretically even be assigned a weapon skill from its associated line while it's active. You press the weapon conjuration button, you get the weapon for 4 seconds, and pressing the same conjuration button while it's active could let you perform a skill like wall of elements, snipe, etc. You would also have access to any other skills you have normally equipped for that weapon.
[
See my previous comment. The Devs view for Sorc identity doesn’t rely on pets. That’s not the core of the power source or class fantasy and that’s from the Devs, not me. Their vision is a class that’s sourced by Daedric pacts (deals, not pets) and Dark Magic.
While pets may have been Sorc identity it doesn’t seem to be the focal point of the identity now, and again, that’s from the Devs.
Sorc pets can be brought up to date how? Can you explain how, mechanically, the Sorc Pets targeting priority logic could be adjusted, within the scope of the existing game environment, to provide a more reliable and measurable output of AoE effect?
Can you explain how you would improve Sorc pets to better navigate environmental objects and AoEs to maintain a more consistent combat engagement?
Can you explain how you’d improve specific targeting inputs for Sorc Pets to better allow the caster to incorporate re-targeting to a specific target within a rapid rotation?
BretonMage wrote: »[
See my previous comment. The Devs view for Sorc identity doesn’t rely on pets. That’s not the core of the power source or class fantasy and that’s from the Devs, not me. Their vision is a class that’s sourced by Daedric pacts (deals, not pets) and Dark Magic.
While pets may have been Sorc identity it doesn’t seem to be the focal point of the identity now, and again, that’s from the Devs.
Daedric pacts sounds like an umbrella term for a flexible approach to summoning which will open up the line to things I had previously mentioned, like expanding the types of summons. Not my favourite approach, but I wouldn't mind a daedric pact with Azura, I guess.
I would have preferred the focal point to be lightning magic, but we'll see what they come up with.Sorc pets can be brought up to date how? Can you explain how, mechanically, the Sorc Pets targeting priority logic could be adjusted, within the scope of the existing game environment, to provide a more reliable and measurable output of AoE effect?
Can you explain how you would improve Sorc pets to better navigate environmental objects and AoEs to maintain a more consistent combat engagement?
Can you explain how you’d improve specific targeting inputs for Sorc Pets to better allow the caster to incorporate re-targeting to a specific target within a rapid rotation?
Just retarget the way you'd reposition Wall of Elements: cast it again, Daedric prey, in this case. You could suggest that one of the skills, like the scamp, or one of the morphs be replaced by a bound artifact skill which casts an AOE at a targeted location, or follows the player around and casts a beam of daedric energy at whomever they're targeting. The possibilities are endless.
I'm not the dev, though. As players we highlight pain points and they're the ones who are in the position to solve them. If something isn't working to your satisfaction, again, you could and should request specific morphs.
I feel like I've been repeating myself enough in advocating a more flexible approach to the line, whilst retaining elements that petsorcs are particularly attached to, like the Matriach. I don't know why you wouldn't be open to investigating viable solutions yourself which won't pull the rug out from under half of the sorcs, or force them to subclass.
Following the New-DK rework approach, the revamped class will distribute damage, heal, and tank across three skill lines, aiming for maximum equality across these three levels and across various subclasses. However, what happens if we want Sorc to retain the pet skill line?
Due to the highly specialized nature of the pet theme, it's difficult to distribute them across the other two skill lines. Therefore, to align with subclasses, the reworked Sorc will likely need to consolidate all pet-related skills into Daedric Summoning.
Then the question arises: why would a nopet-Sorc waste a skill line? Or why is only one skill line useful for pet-Sorc?
Some might argue that Warden and Necromancer also have pets, but remember, Warden currently only has one pet, and that's for their ultimate skill. Necromancer pets have long been distributed across other skill lines, such as Spirit Mender. Therefore, the former is easily adjustable, while the latter, because its entire theme revolves around summons, doesn't feel out of place even with summons across all three skill lines.
However, Sorc is different. It now has three themes. Even if we condense them, for example, by combining Lightning and Black Magic to create Destruction Magic, or Daedric summons and Black Magic to create Daedric Magic, there are still have two themes。Unlike Necromancer which only has a single theme. Furthermore, Sorc's Daedric Summoning has four pet-related skills, so you can't freely distribute these four skills across other skill lines. Otherwise, what would happen?
First, pure Sorc might be unaffected, but for subclasses, there would be a significant impact. At least two lines would suffer a 50% reduction in pet damage due to the lack of Daedric Prey. And, the other two lines, lacking the Storm Calling passive, would also have lower pet damage in the subclass environment, potentially a 10% reduction. And, since Pet-Sorc damage in PvE previously relied mainly on stacking multiple pets with Daedric Prey, but because a single pet's power was insufficient, many Sorc players would use the Maw of the Infernal to enhance and stack pet damage. However, if you spread your pet across three skill lines, then unfortunately, if you're not the main Sorc, you can't have multiple Sorc skill lines, so the subclasses will end up with very weak pets. Making the three Sorc skill lines unsuitable for subclasses is tantamount to deleting the Sorc, and it also violates the new rework rules.
So what do we gain by abandoning the Sorc pet? The freed-up skills can be made into spam skills, sticky DoTs, or powerful area-of-effect damage—all things Sorc desperately needs. Secondly, Sorc skill slots will no longer be cramped, as we no longer need to waste six slots on four pet-related skills, nor do we need to allocate one-third of our skills and passives to pets. These skills and passives can then be used to enhance other aspects of Sorc, making its core focus more concentrated.
YandereGirlfriend wrote: »Honestly, I hope that they bin Daedric Prey and do something entirely different with that morph.
It is such a terrible and utterly unnecessary ability to even exist. Pet damage should be concentrated in the active abilities and ideally completely removed as a passive effect and then those abilities should be tuned to whatever their ideal balanced level is without the need for the big dumb crutch known as Daedric Prey.