madmufffin wrote: »tomofhyrule wrote: »Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.
Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
"but but but I need to crutch on this for soloing!"
No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...
Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.
Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.
What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.
Disagreed, 30% damage done on arcanist is barely enough to make pure class arcanist useable in content meanwhile it would be bonkers in pvp.
Some stuff should be balanced seperately. I also think corrosive is fine as is, its not that much better compared to old corro, weaker actually in some aspects since it cant buff dots and it makes you take double the damage compared to before. Also what is considered too strong depends on context, sustain is very essential in pvp for example but in pve, its w/e.
That being said, Core of Flame 100% needs further adjustments, its currently still way too strong in pts and lets players break the game with effortless perma blocking.
I personally don't find either corrosive or onslaught(once it's no longer bugged) that problematic due to their telegraphed nature.
If you see either you play defensive, try to create distance etc.
Jokes on you. I'm blind and refuse to use the addon lol
Yeah I mean it's defo an issue for you then.
I don't use the addon either so I do eat the occasional shattering rocks, but I feel like that's fair. When I topple or throw a spear on someone they don't get a notification mid flight about it either.
madmufffin wrote: »tomofhyrule wrote: »Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.
Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
"but but but I need to crutch on this for soloing!"
No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...
Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.
Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.
What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.
Disagreed, 30% damage done on arcanist is barely enough to make pure class arcanist useable in content meanwhile it would be bonkers in pvp.
Some stuff should be balanced seperately. I also think corrosive is fine as is, its not that much better compared to old corro, weaker actually in some aspects since it cant buff dots and it makes you take double the damage compared to before. Also what is considered too strong depends on context, sustain is very essential in pvp for example but in pve, its w/e.
That being said, Core of Flame 100% needs further adjustments, its currently still way too strong in pts and lets players break the game with effortless perma blocking.
I personally don't find either corrosive or onslaught(once it's no longer bugged) that problematic due to their telegraphed nature.
If you see either you play defensive, try to create distance etc.
Jokes on you. I'm blind and refuse to use the addon lol
Yeah I mean it's defo an issue for you then.
I don't use the addon either so I do eat the occasional shattering rocks, but I feel like that's fair. When I topple or throw a spear on someone they don't get a notification mid flight about it either.
No, but your thing is highly telegraphed and has been in the game for a long time now.
DK is just BIG FLAME and animation cancelling shattered results in little to no visibles (only, ‘I think they’re going to try and catch me now’).
Most games with PvP design skills and gear in a way that is easily identifiable, I find. The animations for DK are very nice but they tend to hide very important combat info in the heat of battle. Here’s hoping those that don’t use the add-on can make decent use of the ‘hide/partial VFX’ options next patch.
madmufffin wrote: »tomofhyrule wrote: »Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.
Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
"but but but I need to crutch on this for soloing!"
No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...
Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.
Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.
What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.
Disagreed, 30% damage done on arcanist is barely enough to make pure class arcanist useable in content meanwhile it would be bonkers in pvp.
Some stuff should be balanced seperately. I also think corrosive is fine as is, its not that much better compared to old corro, weaker actually in some aspects since it cant buff dots and it makes you take double the damage compared to before. Also what is considered too strong depends on context, sustain is very essential in pvp for example but in pve, its w/e.
That being said, Core of Flame 100% needs further adjustments, its currently still way too strong in pts and lets players break the game with effortless perma blocking.
I personally don't find either corrosive or onslaught(once it's no longer bugged) that problematic due to their telegraphed nature.
If you see either you play defensive, try to create distance etc.
Jokes on you. I'm blind and refuse to use the addon lol
Yeah I mean it's defo an issue for you then.
I don't use the addon either so I do eat the occasional shattering rocks, but I feel like that's fair. When I topple or throw a spear on someone they don't get a notification mid flight about it either.
Zyaneth_Bal wrote: »Panderbander wrote: »Zyaneth_Bal wrote: »The point is if they nerf conservation of energy to nerf ww they nuke sorc instead. It’s class passive first and foremost, not ww, you can’t balance everything around ww, rather the opposite.Panderbander wrote: »Zyaneth_Bal wrote: »Panderbander wrote: »Werewolf Skill Cost Changes
The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.
And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.
But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.
So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.
The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.
This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.
In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.
In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.
Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.
I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
You can’t nerf ww by nerfing conservation of energy because it’s not a ww skill.
If it’s rly that much of an issue then ww shouldn’t be able to benefit from class masteries at all, problem solved, no need to gut everything. Now you can play ww on every class equally, exactly what all of you are asking for.
Tell me you don't play werewolf without telling me you don't play werewolf.
Every single "problematic" werewolf in pvp out there is using sorcerer because CoE provides so incredibly much value. Those that aren't using sorc can and are stam/mag checked relatively easily. The culprit isn't werewolf, it's the damn passive like we've been saying since day 1 of the U50 pts.
Sorc 10000% needs CoE reworked/nerfed. I don't know if you pvp or not, but Cyro and BGs are absolutely dominated by sorcs, like to the point where they make up 75-80% of all class representation in BGs. In Cyro, if it's not a DK being a bomber, it's a sorc nine times out of ten.
Werewolf IS being balanced around a sorc mastery, and every non-sorc is being punished by this change.
Fix CoE and you fix both the werewolf and sorc problem.
Those numbers are 10000% off and almost all of those sorcs in bg are ww.
And the main reason ppl play sorc in curo is because streak is fun. Dk aside all classes other than arc are about on equal footing rn, its simply a matter of build.
madmufffin wrote: »madmufffin wrote: »tomofhyrule wrote: »Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.
Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
"but but but I need to crutch on this for soloing!"
No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...
Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.
Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.
What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.
Disagreed, 30% damage done on arcanist is barely enough to make pure class arcanist useable in content meanwhile it would be bonkers in pvp.
Some stuff should be balanced seperately. I also think corrosive is fine as is, its not that much better compared to old corro, weaker actually in some aspects since it cant buff dots and it makes you take double the damage compared to before. Also what is considered too strong depends on context, sustain is very essential in pvp for example but in pve, its w/e.
That being said, Core of Flame 100% needs further adjustments, its currently still way too strong in pts and lets players break the game with effortless perma blocking.
I personally don't find either corrosive or onslaught(once it's no longer bugged) that problematic due to their telegraphed nature.
If you see either you play defensive, try to create distance etc.
Jokes on you. I'm blind and refuse to use the addon lol
Yeah I mean it's defo an issue for you then.
I don't use the addon either so I do eat the occasional shattering rocks, but I feel like that's fair. When I topple or throw a spear on someone they don't get a notification mid flight about it either.
Onslaught is pretty easy to see/hear, but with all the colors and animations on DK, I miss corrosive all the time
NovelliESO wrote: »madmufffin wrote: »madmufffin wrote: »tomofhyrule wrote: »Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.
Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
"but but but I need to crutch on this for soloing!"
No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...
Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.
Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.
What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.
Disagreed, 30% damage done on arcanist is barely enough to make pure class arcanist useable in content meanwhile it would be bonkers in pvp.
Some stuff should be balanced seperately. I also think corrosive is fine as is, its not that much better compared to old corro, weaker actually in some aspects since it cant buff dots and it makes you take double the damage compared to before. Also what is considered too strong depends on context, sustain is very essential in pvp for example but in pve, its w/e.
That being said, Core of Flame 100% needs further adjustments, its currently still way too strong in pts and lets players break the game with effortless perma blocking.
I personally don't find either corrosive or onslaught(once it's no longer bugged) that problematic due to their telegraphed nature.
If you see either you play defensive, try to create distance etc.
Jokes on you. I'm blind and refuse to use the addon lol
Yeah I mean it's defo an issue for you then.
I don't use the addon either so I do eat the occasional shattering rocks, but I feel like that's fair. When I topple or throw a spear on someone they don't get a notification mid flight about it either.
Onslaught is pretty easy to see/hear, but with all the colors and animations on DK, I miss corrosive all the time
Even if you don't miss it, "just play defensively" doesn't really work out too well with someone who ignores all of your resist and can output over 30k in a single global.
madmufffin wrote: »Ok you’re just trolling mate and are clearly a sorc main.
If the slight increased cost on streak spam is so bad then how are the sorcs able to abuse streak in open world areas such as Imp City to run around whole district in order to find a balcony to climb to? The ability costs 3700 some magicka I think which is even less if you’re a Breton or Imperial and all you have to do is wait 4 seconds.
Streak has a base cost of 3,780 but for most Sorcs the cost is probably closer to 3,500 +/-. Streak carries a progressive use penalty that applies 33% of the base skill cost to each successive cast made within that 4 second window.
So if the skill has a base cost of 3,550, then casting a 2nd time would cost the Sorc 4,800, then again a 3rd time within a new 4 second window the cost goes to 6,048, if cast again within 4 seconds it costs 7,295 .., and again within 4 seconds 8,543. So the cost goes up significantly.
Yes, CoE helps make that more viable, but, even on a Sorc with 49k Mag, the passive is going to return 970 Mag per cost-skill or ability used. Again, yes, that helps but it doesn't give anyone a free-cost Streak. Sorcs can slot CoE and lean on Dark Conversion in a pinch, which are all valid things to do but each one of those choices comes with an opportunity cost somewhere.You know after streaking through someone - by the time they break the cc and catch up to you, you can just streak again as 4 seconds will have either passed or be about to pass and you can therefore use it at regular cost. 4 seconds is simply not enough. If streak had a cost of 5500 or something magicka then it would be better. For average Sorc player streak will cost 3400 magicka or 3330 magicka, pick your poison.
Players can break-free of the Streak stun mid-animation so this really depends on how far at range the target is when the Sorc hits them. If the target is closer then there's a better chance they can break free and start to pursue by the time Streak completes, if the target is farther then the Sorc has a better chance of using back-to-back Streaks to put distance .. which is fine, IMO, since practically everyone in PvP has either a gap closer or mobility buffs in order to close distance.In most PvP situations, streak is completely unavoidable, there’s not enough time to react to it cos it’s instant
Crystal frags, bound armaments, ele sus, static reverberation, energy overload, the list goes on.
Streak is instant-cast but it has a "wind up" animation (for lack of a better term), where the Sorc turns into a ball of lightning before streaking forward. Now, I'm not saying that this is a proper telegraph, it's not, but the Skill isn't instant-to-respond, it's just instant to cast. Frags has a 0.8 cast time off of it's bonus proc so I'm not sure why that's relevant here.Sorc has always been the strongest class in PvP, and streak is an overpowered skill that has no place in a proper PvP game and allows them to make mistakes as they can just teleport twice and heal up by the time someone catches up to them.
But bro is a delulu and thinks Sorc is fine and streak is balanced and not a completed overpowered skill in game:)
Perhaps, you can name another mobility skill currently in game which is capable of dealing 10-15k instant damage, while being instant, cheap resource cost (3300-3800) and essentially unblockable/undodgeable
Streak doesn't scale to 10k - 15k .. a high mag + high spell damage Sorc will tooltip around 7,500, maybe 8,000 damage on Streak. Aurora Javelin will scale to just as much damage, is un-blockable, and bypasses the target resistances so a greater amount of the damage will affect the target.Ok you’re just trolling mate and are clearly a sorc main.
If the slight increased cost on streak spam is so bad then how are the sorcs able to abuse streak in open world areas such as Imp City to run around whole district in order to find a balcony to climb to? The ability costs 3700 some magicka I think which is even less if you’re a Breton or Imperial and all you have to do is wait 4 seconds.
Streak has a base cost of 3,780 but for most Sorcs the cost is probably closer to 3,500 +/-. Streak carries a progressive use penalty that applies 33% of the base skill cost to each successive cast made within that 4 second window.
So if the skill has a base cost of 3,550, then casting a 2nd time would cost the Sorc 4,800, then again a 3rd time within a new 4 second window the cost goes to 6,048, if cast again within 4 seconds it costs 7,295 .., and again within 4 seconds 8,543. So the cost goes up significantly.
Yes, CoE helps make that more viable, but, even on a Sorc with 49k Mag, the passive is going to return 970 Mag per cost-skill or ability used. Again, yes, that helps but it doesn't give anyone a free-cost Streak. Sorcs can slot CoE and lean on Dark Conversion in a pinch, which are all valid things to do but each one of those choices comes with an opportunity cost somewhere.You know after streaking through someone - by the time they break the cc and catch up to you, you can just streak again as 4 seconds will have either passed or be about to pass and you can therefore use it at regular cost. 4 seconds is simply not enough. If streak had a cost of 5500 or something magicka then it would be better. For average Sorc player streak will cost 3400 magicka or 3330 magicka, pick your poison.
Players can break-free of the Streak stun mid-animation so this really depends on how far at range the target is when the Sorc hits them. If the target is closer then there's a better chance they can break free and start to pursue by the time Streak completes, if the target is farther then the Sorc has a better chance of using back-to-back Streaks to put distance .. which is fine, IMO, since practically everyone in PvP has either a gap closer or mobility buffs in order to close distance.In most PvP situations, streak is completely unavoidable, there’s not enough time to react to it cos it’s instant
Crystal frags, bound armaments, ele sus, static reverberation, energy overload, the list goes on.
Streak is instant-cast but it has a "wind up" animation (for lack of a better term), where the Sorc turns into a ball of lightning before streaking forward. Now, I'm not saying that this is a proper telegraph, it's not, but the Skill isn't instant-to-respond, it's just instant to cast. Frags has a 0.8 cast time off of it's bonus proc so I'm not sure why that's relevant here.Sorc has always been the strongest class in PvP, and streak is an overpowered skill that has no place in a proper PvP game and allows them to make mistakes as they can just teleport twice and heal up by the time someone catches up to them.
But bro is a delulu and thinks Sorc is fine and streak is balanced and not a completed overpowered skill in game:)
Perhaps, you can name another mobility skill currently in game which is capable of dealing 10-15k instant damage, while being instant, cheap resource cost (3300-3800) and essentially unblockable/undodgeable
Streak doesn't scale to 10k - 15k .. a high mag + high spell damage Sorc will tooltip around 7,500, maybe 8,000 damage on Streak. Aurora Javelin will scale to just as much damage, is un-blockable, and bypasses the target resistances so a greater amount of the damage will affect the target.
Just be honest, you don’t want them to nerf Sorc-
In a PvP scenario, a Sorc can already be putting serious pressure on a target with Ele Sus, Crystal Frags, Bound Armaments, Haunting Curse, Crushing Shock and potentially Maarselok procs from medium weaves. These aren’t just abilities that can produce very high burst; together they put a ridiculous amount of pressure on you as well.
So you’ve got all of that hitting your opponent, and then you Streak through them — which, by the way, can absolutely crit for 10–15k damage
At that point your opponent has to break free, heal and probably rebuff. By the time they’ve done that, around 4 seconds have passed and you’re already able to Streak again without the increased cost.
And that 3,400–3,500 Streak cost can be reduced even further by another 10% through the Crystal Fragments effect.
Obviously, nobody can literally spam an ability forever. Even if you had 200k Magicka, eventually you’d run out. That’s not the point. The point is that a Sorc can use Streak more than enough times to decide a fight because the other player simply can’t keep up with them or catch them.
It’s even worse in open PvP, especially Imperial City. If a Sorc genuinely doesn’t want to die, they can just keep creating distance with Streak until nobody can realistically catch them. Even someone repeatedly using Major Expedition isn’t going to cover that distance, and unlike Streak, they’re spending resources just trying to chase without simultaneously stunning and damaging the person they’re chasing and while Sorc is probably spamming ele sus, crystal frags, armaments, curse and crushing shock on them.
What other class movement ability gives you this combination of mobility, stun and potentially huge damage while also being unblockable and undodgeable?
Can someone actually explain why Sorcerers need this level of sustain on top of the damage they have and tankiness? Because right now, if a decent Sorc decides they don’t want to die in open world, in most situations they simply won’t. No other class in game can do that. So it has to go or everyone should have access to an ability like this, simple.
Now if ZOS genuinely wants to balance Streak, there are several ways they could do it. Increase the starting cost, extend the window in which repeated casts become more expensive from 4 seconds to 6 seconds, increase the stacking cost penalty, reduce the damage significantly, or remove the damage entirely and leave it primarily as a mobility/stun tool.
I’ve got quite a few screenshots of Streak hitting me for between 10–15k. The Sorcs doing those numbers are probably running TFS and Oakfather, but that’s part of the point — Sorc can run three damage sets, damage CP and still have ridiculous mobility, heals, tankiness and sustain.
Are we seriously accepting 10–15k Streaks from an unblockable, undodgeable mobility/stun ability as perfectly normal and “balanced”?
Just ridiculous. Sorc has always been the strongest class and steak has been a big part of the reason why - it allows you to make mistakes and get away with them.
I'm a big fan of Sorc and it's my pvp main these days, but realistically streak just needs to be removed. Too much of the classes kit gets left in a dead state because streak makes balancing the class so hard. If you remove streak and make it into an actual phys morph/shock morph damage spammable that the class has needed for ages. I think it would be better for the class and pvp as a whole.
Just be honest, you don’t want them to nerf Sorc-
Why would anyone nerf Sorc? The point of Class Mastery passives was to bring each class up in power to be competitive with Subclassed builds. That's precisely what some of Sorcs passives did. Sorc is in a healthy place when compared to min / max subclassed builds. Sorcs aren't out performing DKs but nobody expects them to.
Many of the other classes Mastery Passives do lack but that's not an excuse to nerf Sorc, rather elevate those other classes.In a PvP scenario, a Sorc can already be putting serious pressure on a target with Ele Sus, Crystal Frags, Bound Armaments, Haunting Curse, Crushing Shock and potentially Maarselok procs from medium weaves. These aren’t just abilities that can produce very high burst; together they put a ridiculous amount of pressure on you as well.
To start, Ele Sus isn't a Sorc class skill, anyone can use it, so the reality is ANY class can put pressure with Ele Sus. .. Sorcs often use it since they don't have a class-source of Major Breach, but even then, it's not a "rule" since Shocking Soul is just as popular of a method to apply breach. One of the main reasons Sorcs use Ele Sus (besides the Breach) is they're slotting Vateshran's, which again, any class can use.
Frags bonus proc is RNG, it's not an on demand source of burst. Sorcs have always been pressure oriented and their toolkit reflects that. Sorc's can deliver pressure but there's always the inherent reality that timing of pressure just doesn't align for any number of reasons. If a Sorc is seeking to align Curse & Frags but they don't get a bonus proc when Curse pops then they have to setup a new window.So you’ve got all of that hitting your opponent, and then you Streak through them — which, by the way, can absolutely crit for 10–15k damage
Maybe a tooltip crit value but that's not an amount that's being hit on targets, after resistances, especially in PvP. In PvP a bonus proc of Frags that also crits might hit that number, after resistances, but not Streak.At that point your opponent has to break free, heal and probably rebuff. By the time they’ve done that, around 4 seconds have passed and you’re already able to Streak again without the increased cost.
Streak doesn't have a mechanical delay to the break free action, a player can literally break free immediately. Any well build & experienced player isn't taking 4 seconds to break free & heal, at least not the players I encounter, that can be done in a lot of ways in a single GCD so if someone is taking 4 seconds to respond to a Streak stun in PvP that sounds like more of an experience difference on that players part.And that 3,400–3,500 Streak cost can be reduced even further by another 10% through the Crystal Fragments effect.
Perhaps once, if the Sorc "just so happens" to Streak after casting Frags .. but most Sorcs only ever cast Frags on it's RNG bonus proc, due to the extra damage and the excessive cast time. No Sorc is going to cast a regular Crystal Frags in between Streaks for a 10% cost reduction on a progressive 33% cost mobility skill.Obviously, nobody can literally spam an ability forever. Even if you had 200k Magicka, eventually you’d run out. That’s not the point. The point is that a Sorc can use Streak more than enough times to decide a fight because the other player simply can’t keep up with them or catch them.
It’s even worse in open PvP, especially Imperial City. If a Sorc genuinely doesn’t want to die, they can just keep creating distance with Streak until nobody can realistically catch them. Even someone repeatedly using Major Expedition isn’t going to cover that distance, and unlike Streak, they’re spending resources just trying to chase without simultaneously stunning and damaging the person they’re chasing and while Sorc is probably spamming ele sus, crystal frags, armaments, curse and crushing shock on them.
What other class movement ability gives you this combination of mobility, stun and potentially huge damage while also being unblockable and undodgeable?
Movement ability? none .. but that's the point. Aurora Javelin is comparable from a stun or damage standpoint but not mobility.
But I would question why anyone would just "chase" a Sorc that's streaking away as if they were in some episode of Looney Tunes? Unless one has the opportunity to use an immediate gap closer on a Sorc that has used Streak, trying to give chase and expend stamina probably isn't the way to combat a Sorc.Can someone actually explain why Sorcerers need this level of sustain on top of the damage they have and tankiness? Because right now, if a decent Sorc decides they don’t want to die in open world, in most situations they simply won’t. No other class in game can do that. So it has to go or everyone should have access to an ability like this, simple.
Having mobility on a Sorc isn't a break when the current state of PvP sees everyone running mobility buffs and skills.
And make no mistake, the level of "balancing" right now in PvP isn't necessarily how a Sorc interacts with you or with some other build, it's how Sorc competes against the highest levels of min / max subclass or DK builds. The game in the middle of a major, long term, class refresh cycle. I don't think there are many people on these forums who expects the state of PvP combat to have some sort of consistent balance across the board until that's done.
There are going to be areas where some classes and or builds excel and some areas where others don't, it's all dependent on build, match, environment, skill, etc.
Against a good number of builds, yes, Sorc is going to be strong and be able to apply a lot of pressure with durability .. but that same Sorc versus a min / maxed DK or subclassed meta and the combat is much different. It's not to say that a Sorc is guaranteed to lose but it's a much closer matchup and that's the point.
The sustain Sorcs got from Conservation was high, but what Sorcs didn't get was immediate burst, nor did they get any extra crit nor did they get any extra durability, or snares or Breach or any of the other key mechanics some of the other classes have.Now if ZOS genuinely wants to balance Streak, there are several ways they could do it. Increase the starting cost, extend the window in which repeated casts become more expensive from 4 seconds to 6 seconds, increase the stacking cost penalty, reduce the damage significantly, or remove the damage entirely and leave it primarily as a mobility/stun tool.
I’ve got quite a few screenshots of Streak hitting me for between 10–15k. The Sorcs doing those numbers are probably running TFS and Oakfather, but that’s part of the point — Sorc can run three damage sets, damage CP and still have ridiculous mobility, heals, tankiness and sustain.
Are we seriously accepting 10–15k Streaks from an unblockable, undodgeable mobility/stun ability as perfectly normal and “balanced”?
Just ridiculous. Sorc has always been the strongest class and steak has been a big part of the reason why - it allows you to make mistakes and get away with them.
If you're getting hit regularly for 10k to 15k from a Streak then I would really suggest maybe looking at your build. I've never been hit by Streak in PvP for numbers that high.
In PvP, Battle Sprit reduces incoming damage taken by 50%. If a player goes into PvP with, say, 21,000 resistances (far from a tank), then; with their armor and the affects of Battle Spirit (including diminishing returns), and nothing else, the player is going to see incoming damage reduced by a factor of .6882
Oh a high damage Sorc Streak base tooltips for around 8K to 9K so even at max crit that skill shouldn't hit anyone for 15k unless the target has next to no resistances and a slew of debuffs on top of that, which goes to a build issue, not a Streak issue.
You mean like Nightblade with a completely nerfed Shadowy Disguise?Turtle_Bot wrote: »I tried to put forward some options in the past that included significant nerfs to streak, but nobody was ready to accept the reality that is just how bad the rest of the kit is without that ability.
[snip] Game is full of sorcs right now PVP wise due to the fact that other than DK they are the only class thats actually stronger (thanks to conservation of energy and streak) and easier to play.
You can make all the mistakes in the world when you engage a fight in open world and then just streak away to heal back to full and re engage again. If you like this type of playstyle then theres something wrong with you. They should remove/nerf significantly streak or let every class have access to something like it. There are NO valid reasons why you should be able to streak away every time you're in trouble in PVP and not die other than your fragile EGO.
You cant make statements like No sorc is going to cast frags between streak to reduce its cost as you cant know this for certain and theres quite a few people that do it when they need to escape and heal.
Sleepy Joe said: But I would question why anyone would just "chase" a Sorc that's streaking away as if they were in some episode of Looney Tunes? Unless one has the opportunity to use an immediate gap closer on a Sorc that has used Streak, trying to give chase and expend stamina probably isn't the way to combat a Sorc.
Uhm, so according to you someone should not engage sorcs in open world (imp city & cyro) because they can streak away and should just let them apply their busted dots on them and spam frags and shock/overload from afar. That's a great idea yea!
10-15k streaks aren't regular but they are very possible with certain setups like running two fang serpent, oakfathers and perhaps huntsman's mask at the same time and thats the point/problem. When you can do 18k frag and 10-15k streak cos you're on some major penetration sets like tfs and oakfather's, that can burst most people's hairlines off and if it doesn't you have crushing shock and ele sus with vate staff
Not to mention lot of sorcs started running onslaught now on top of all this
You mean like Nightblade with a completely nerfed Shadowy Disguise?Turtle_Bot wrote: »I tried to put forward some options in the past that included significant nerfs to streak, but nobody was ready to accept the reality that is just how bad the rest of the kit is without that ability.
Claw Fury Heal
With the recent addition of a healing component on Claw Fury, it is on the verge of usability for solo play and pvp but for it to actually be useable, it needs to be healing a similar amount to Rip and Tear.
At the moment Claw Fury heals for half the amount of Rip and Tear. Considering using Claw Fury also means you lose access to a heal over time by not using its other morph, Blood Claws, this means your self healing is neutered while using Claw Fury.
I would suggest one of three things;
-Increase the healing on Claw Fury to be similar to Rip and Tear.
-Make Claw Fury heal for twice a second as long as it deals damage.
-Keep the ability as is but make it so that Blood Hunger Stacks also increase the healing.
Thematically and from a game play point, i like the 3rd option the best. And i feel like it makes intuitive sense for the healing to also ramp up as the damage keeps ramping up with Blood Hunger stacks.

Here is my feedback regarding the visual update of DK spikes:
You seem to be teetering between a stone-based and draconic spike aesthetic. I think I get what you are going for, but honestly, this is the worst iteration yet. It is quite bad. I feel sorry you invested dev time there, you should have probably communicated some concept arts first.
In my opionion, just placing a bunch of spikes to make it more difficult to land blows is not an aesthetically or logically pleasing concept. I imagine DK spikes to be highly evolved, very purpose and function oriented. Not an ounce of needless weight. The core functions should be:
1. Guarding vital body parts from coevolving predators and enemies (mostly against biting and clawing)
2. Doubling as offensive tools
3. Visual intimidation tool
Just as hoverflies developed a wasp pattern to scare predators, DK spikes should be reminiscent of other apex predators. The current iteration looks just a little less scary than an overweight hedgehog. Less is sometimes more. Make them look majestic, not clunky.
WuffyCerulei wrote: »I want to say that I'm pretty disappointed PVE werewolf Sorcerer DPS has to be neutered because of PVP ones, even though I understand wholeheartedly why those changes were needed. The changes to Conservation of Energy makes sense, though gutting Static Reverberation like that to only Sorcerer skills very much kills the viability of Sorcerer Werewolf DPS in PVE. I do have a couple suggestions to either prevent the gutting or alleviate the loss of Static Reverberation for WW in PVE:
1: Revert the Static Reverberation changes to what it already is, but make it so it only procs on monsters rather than any target. This would simply prevent it from being to OP in PVP against players, but also address some issues of a player's Static Reverberation striking ally players in trials like Lucent Citadel. (I don't what exact mechanic that is, but it certainly would keep Static Reverb from hitting players if it's coded to only hit monsters.)
2: If the changes to Static Reverberation are set in stone, then buff Calculated Defense to also give Major Slayer, as well as buffing the group Weapon+Spell Damage bonus to 10%.
Current Calculated Defense class mastery:
While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6% Weapon and Spell Damage for 20 seconds.
Changed Calculated Defense class mastery:
While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.3 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6-10% Weapon and Spell Damage and Major Slayer for 20 seconds.
This change would benefit Werewolf Sorcerer, either tank or DPS, as Ferocious/Deafening Roar have a small cast time and could be brought into trial groups for that extra utility in bringing Major Slayer. It also allows for sorcerer healers and tanks to be of more value to trial groups and PVE groups in general as well.
Also!! It would alleviate a healer in these trial groups from having to wear the old RoJo set up and have more diversity in their builds as well.
Either suggestions keeps Static Reverberation from being its OP self in PVP while still allowing Werewolf Sorcerer DPS in PVE to be relatively decent. The second change would also give more build variety to PVE healers, as well as give Sorcerer WW DPS/tank and sorcerer healers/tanks more relevance in PVE as well.
AdonisJorge wrote: »WuffyCerulei wrote: »I want to say that I'm pretty disappointed PVE werewolf Sorcerer DPS has to be neutered because of PVP ones, even though I understand wholeheartedly why those changes were needed. The changes to Conservation of Energy makes sense, though gutting Static Reverberation like that to only Sorcerer skills very much kills the viability of Sorcerer Werewolf DPS in PVE. I do have a couple suggestions to either prevent the gutting or alleviate the loss of Static Reverberation for WW in PVE:
1: Revert the Static Reverberation changes to what it already is, but make it so it only procs on monsters rather than any target. This would simply prevent it from being to OP in PVP against players, but also address some issues of a player's Static Reverberation striking ally players in trials like Lucent Citadel. (I don't what exact mechanic that is, but it certainly would keep Static Reverb from hitting players if it's coded to only hit monsters.)
2: If the changes to Static Reverberation are set in stone, then buff Calculated Defense to also give Major Slayer, as well as buffing the group Weapon+Spell Damage bonus to 10%.
Current Calculated Defense class mastery:
While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6% Weapon and Spell Damage for 20 seconds.
Changed Calculated Defense class mastery:
While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.3 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6-10% Weapon and Spell Damage and Major Slayer for 20 seconds.
This change would benefit Werewolf Sorcerer, either tank or DPS, as Ferocious/Deafening Roar have a small cast time and could be brought into trial groups for that extra utility in bringing Major Slayer. It also allows for sorcerer healers and tanks to be of more value to trial groups and PVE groups in general as well.
Also!! It would alleviate a healer in these trial groups from having to wear the old RoJo set up and have more diversity in their builds as well.
Either suggestions keeps Static Reverberation from being its OP self in PVP while still allowing Werewolf Sorcerer DPS in PVE to be relatively decent. The second change would also give more build variety to PVE healers, as well as give Sorcerer WW DPS/tank and sorcerer healers/tanks more relevance in PVE as well.
WW will be nerfed to oblivion, looks like ZOS will only hear who cry louder for nerfsm be prepared to build 100% sustain on your WW next patch
AdonisJorge wrote: »WuffyCerulei wrote: »I want to say that I'm pretty disappointed PVE werewolf Sorcerer DPS has to be neutered because of PVP ones, even though I understand wholeheartedly why those changes were needed. The changes to Conservation of Energy makes sense, though gutting Static Reverberation like that to only Sorcerer skills very much kills the viability of Sorcerer Werewolf DPS in PVE. I do have a couple suggestions to either prevent the gutting or alleviate the loss of Static Reverberation for WW in PVE:
1: Revert the Static Reverberation changes to what it already is, but make it so it only procs on monsters rather than any target. This would simply prevent it from being to OP in PVP against players, but also address some issues of a player's Static Reverberation striking ally players in trials like Lucent Citadel. (I don't what exact mechanic that is, but it certainly would keep Static Reverb from hitting players if it's coded to only hit monsters.)
2: If the changes to Static Reverberation are set in stone, then buff Calculated Defense to also give Major Slayer, as well as buffing the group Weapon+Spell Damage bonus to 10%.
Current Calculated Defense class mastery:
While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6% Weapon and Spell Damage for 20 seconds.
Changed Calculated Defense class mastery:
While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.3 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6-10% Weapon and Spell Damage and Major Slayer for 20 seconds.
This change would benefit Werewolf Sorcerer, either tank or DPS, as Ferocious/Deafening Roar have a small cast time and could be brought into trial groups for that extra utility in bringing Major Slayer. It also allows for sorcerer healers and tanks to be of more value to trial groups and PVE groups in general as well.
Also!! It would alleviate a healer in these trial groups from having to wear the old RoJo set up and have more diversity in their builds as well.
Either suggestions keeps Static Reverberation from being its OP self in PVP while still allowing Werewolf Sorcerer DPS in PVE to be relatively decent. The second change would also give more build variety to PVE healers, as well as give Sorcerer WW DPS/tank and sorcerer healers/tanks more relevance in PVE as well.
WW will be nerfed to oblivion, looks like ZOS will only hear who cry louder for nerfsm be prepared to build 100% sustain on your WW next patch
Imagine it being a tragedy that you can't have it all anymore without having to play with the least amount of skill needed to heavy attack. WWs on live don't even need to heavy attack and can out heal nearly everyone, push out extreme damage, sustain forever, and realistically never get one shot or actually pushed down if they are "good" at WW.
And this is not something that comes from skill, but a direct result of changes made to the "WW class" ZOS did in recent patches. So that isnt' a problem, but when ZOS decides to make changes in the opposite direction it is?
Ridiculous mindset, but this is ESO.
Revert the Goliath bash rework.
Realistically, very few people use it. Those who do use it are the people who care about maximising DPS and are looking to do score runs or other very high level content. The people who do not use it are not trying to do this. They are missing out on absolutely nothing by not using the double bash. Their experience will not be improved by the new change. They do not massively care that their DPS will be increased. I am not sure that many of this group of player would bash weave after the change anyway.
The people who will care are those who currently use double bash. These are people who will lose DPS (something they care about more than others care about getting an increase in DPS). They will lose complexity in parsing (an enjoyable element of the game for this group of player). The most unique class and ultimate in the game will lose a large aspect of what makes it unique.
Why are ZOS intent on lowering the skill ceiling for an aspect of the game that no player is required to achieve?
TLDR: Good parsers should have more tools available to demonstrate their skill. No one is negatively affected by the current state of double bash goliath.
madmufffin wrote: »Revert the Goliath bash rework.
Realistically, very few people use it. Those who do use it are the people who care about maximising DPS and are looking to do score runs or other very high level content. The people who do not use it are not trying to do this. They are missing out on absolutely nothing by not using the double bash. Their experience will not be improved by the new change. They do not massively care that their DPS will be increased. I am not sure that many of this group of player would bash weave after the change anyway.
The people who will care are those who currently use double bash. These are people who will lose DPS (something they care about more than others care about getting an increase in DPS). They will lose complexity in parsing (an enjoyable element of the game for this group of player). The most unique class and ultimate in the game will lose a large aspect of what makes it unique.
Why are ZOS intent on lowering the skill ceiling for an aspect of the game that no player is required to achieve?
TLDR: Good parsers should have more tools available to demonstrate their skill. No one is negatively affected by the current state of double bash goliath.
The 20 people who were good at bash cro need to be punished for being at the top of all logs of course. We'll just ignore the insane amount of practice and cpm it took for them to get there.