XVestigeXx wrote: »CalamityCat wrote: »Then when warden is refreshed you'll have no strong builds to compete with it. Where we could have had strong DKs, WWs and sorcs with other classes getting upgraded with their buffs too. That makes no sense unless they cancel class refreshes. Each time you get a refreshed class it'll just take over because you literally cleared their path with all these nerfs.XVestigeXx wrote: »We def should buff up other classes like arcanist and templar, Doesn't mean we shouldn't tamp down the over performers too like dk and sorc
Why can't the refreshed classes be refreshed in a balanced state and not wildly OP like DK was? Why is the starting point Being something thats in the clouds compared to the rest of the classes?
Week 3 PTS is already over and they rarely make changes after that. You just need to move until U52.
this guy has to bCalamityCat wrote: »Then when warden is refreshed you'll have no strong builds to compete with it. Where we could have had strong DKs, WWs and sorcs with other classes getting upgraded with their buffs too. That makes no sense unless they cancel class refreshes. Each time you get a refreshed class it'll just take over because you literally cleared their path with all these nerfs.XVestigeXx wrote: »We def should buff up other classes like arcanist and templar, Doesn't mean we shouldn't tamp down the over performers too like dk and sorcCalamityCat wrote: »Then when warden is refreshed you'll have no strong builds to compete with it. Where we could have had strong DKs, WWs and sorcs with other classes getting upgraded with their buffs too. That makes no sense unless they cancel class refreshes. Each time you get a refreshed class it'll just take over because you literally cleared their path with all these nerfs.XVestigeXx wrote: »We def should buff up other classes like arcanist and templar, Doesn't mean we shouldn't tamp down the over performers too like dk and sorc
i thought this was the plan, bc if they constantly nerf without updated/temporary class mastery whats the point of rework other than to have better graphic visuals.... unless the plan was to make sure you cant animation cancel things at all on the low.
op is a rage baiter always asking for nerfs
Define balance. Matching the existing pure classes so the refreshed DK is still getting overwhelmed by subclassers, or making it stronger so it can actually compete with subclassers and win fights with them? Because if the goal is to have pure classes competitive with subclassers, they need a buff. But we need to accept that the buff will make them stronger than the non-refreshed pure classes until they get updated.XVestigeXx wrote: »Why can't the refreshed classes be refreshed in a balanced state and not wildly OP like DK was? Why is the starting point Being something thats in the clouds compared to the rest of the classes?
Either we buff all the classes to be outrageous like Dk currently is on live or subclass will reign supreme? Thats not how it has to be. A happy medium is possible without these extremes everyone is so worked up about. Balance is when all classes have strengths and weaknesses that roughly are equal albeit different in how they get to the final destination. Currently Sorc has hardly any weaknesses and way too much strength to be on an equal playing field with the rest of the classes. They should tamp down Sorc while buffing others up.CalamityCat wrote: »Define balance. Matching the existing pure classes so the refreshed DK is still getting overwhelmed by subclassers, or making it stronger so it can actually compete with subclassers and win fights with them? Because if the goal is to have pure classes competitive with subclassers, they need a buff. But we need to accept that the buff will make them stronger than the non-refreshed pure classes until they get updated.XVestigeXx wrote: »Why can't the refreshed classes be refreshed in a balanced state and not wildly OP like DK was? Why is the starting point Being something thats in the clouds compared to the rest of the classes?
The funny thing is you started this thread wanting sorcs nerfed, when DKs were actually a useful counter to those sorcs. But you wanted them nerfed and now the sorcs are dominating. As I've said before, if you get a nerf to sorcs something else will dominate instead. So what are you gaining at the end of the day here? At some point your main will be the one in the crosshairs and you're not going to enjoy it. Or you finally get your main class refreshed and it's utterly rubbish because the devs are wary of causing yet more PvP drama. Which is why I'll say it again - be careful what you wish for.
this guy has to bCalamityCat wrote: »Then when warden is refreshed you'll have no strong builds to compete with it. Where we could have had strong DKs, WWs and sorcs with other classes getting upgraded with their buffs too. That makes no sense unless they cancel class refreshes. Each time you get a refreshed class it'll just take over because you literally cleared their path with all these nerfs.XVestigeXx wrote: »We def should buff up other classes like arcanist and templar, Doesn't mean we shouldn't tamp down the over performers too like dk and sorcCalamityCat wrote: »Then when warden is refreshed you'll have no strong builds to compete with it. Where we could have had strong DKs, WWs and sorcs with other classes getting upgraded with their buffs too. That makes no sense unless they cancel class refreshes. Each time you get a refreshed class it'll just take over because you literally cleared their path with all these nerfs.XVestigeXx wrote: »We def should buff up other classes like arcanist and templar, Doesn't mean we shouldn't tamp down the over performers too like dk and sorc
i thought this was the plan, bc if they constantly nerf without updated/temporary class mastery whats the point of rework other than to have better graphic visuals.... unless the plan was to make sure you cant animation cancel things at all on the low.
op is a rage baiter always asking for nerfs
Honestly I fought subclass builds with my pure class builds for the year or so they were dominant. I never subclassed in all that time. The difference between the pure classes and competent subclassers was pretty extreme IMHO. You really cannot bring DKs above subclassers without going "ow, that's a strong build!" because to meet that power level you have a build that's going to be the strongest. Subclass was dominant in PvP, so DK had to go above that and ouchie is inevitable. There isn't really a middle ground option that wouldn't have resulted in complaints. Maybe the complaints would have been less dramatic, but to be stronger than subclassers effectively meant stronger than everything.XVestigeXx wrote: »Either we buff all the classes to be outrageous like Dk currently is on live or subclass will reign supreme? Thats not how it has to be. A happy medium is possible without these extremes everyone is so worked up about. Balance is when all classes have strengths and weaknesses that roughly are equal albeit different in how they get to the final destination. Currently Sorc has hardly any weaknesses and way too much strength to be on an equal playing field with the rest of the classes. They should tamp down Sorc while buffing others up.
The class masteries should be enticing enough to keep people on a pure class with subclassing being more for utility while giving up power for it.
Put simply the ceiling is way to high for sorc and dk at the moment while the ceiling is so much lower on every other class. I simply want the the lower classes brought up, and the higher classes brought down. That balance can exist above Subclassing and below the demigod level of broken that is dk and to a lesser extent sorc. Because if it isn't, we will all be traipsing around ESO one shotting everything with infinite sustain and invincibility because we will be drowning in so much cheese it would put the Federal cheese reserve to shame at the height of its volume
BardokRedSnow wrote: »"Nooo dont nerf" is what I would say normally. Now though with yet another nerf thread coming up instead I'm just saying to everyone, I told you so. It never ends.
Its like when you're shaving your beard and you took a little too much off on one side, so you try and even it out on the other, except now that side looks too low, and you keep going until you ruin your beard, or you stop and leave it be.
The forums here always choose to keep cutting.
In my opinion they should undo the dk and werewolf nerfs and just keep sorc strong, and then bring up a class or two with class masteries periodically instead of undoing the very point of the class refreshes which is to undermine and and dismantle the subclass meta.
If they cant do that, sorc being nerfed is pretty much inevitable
you mean classes that don’t specifically have any skills or class masteries to assist with regen? Which makes the comparison not really valid?XVestigeXx wrote: »That is a remarkably long balance argument for something that falls apart after about thirty seconds with a calculator.
With 25,000 Max Magicka, Conservation of Energy restores exactly 500 Magicka per activation because it returns 2% of Max Magicka. Assuming one qualifying activation every second, that is 2,000 Magicka over four seconds, equivalent to 1,000 displayed Magicka Recovery.
That is not “infinite sustain.” A 2,700 cost ability still consumes 2,200 Magicka after the refund. Haunting Curse costs 2,970 and still consumes 2,470. Apparently “infinite” now means “still losing thousands of Magicka.”
Now compare that with Heart of Flame.
On live, Heart restores 15% of missing Magicka three times. If a DK remains around 50% missing Magicka, each tick restores 1,875, giving 5,625 gross over four seconds. At 75% missing, it restores 2,812 per tick, giving approximately 8,438 gross.
Even after subtracting its roughly 3,510 casting cost, that is approximately:
50% missing: 2,115 net Magicka
75% missing: 4,928 net Magicka
The Update 51 PTS reduction to 12% still gives:
50% missing: 4,500 gross and approximately 990 net
75% missing: 6,750 gross and approximately 3,240 net
Meanwhile, Conservation gives 2,000 across four ordinary activations at 25,000 Max Magicka. Heart also restores Stamina, heals the DK three times, and ends with area damage. Pretending Conservation exists in some completely different numerical universe requires ignoring what Heart actually does.
Damage comparisons are not helping this argument either. Properly prepared Whips can hit players for more than 15,000 while a typical Crystal Fragments proc lands around 7,000 against the same sort of target. Fragments is single target, depends upon a 33% proc, and its unprocced version has a cast time. Haunting Curse does have a small five metre splash, but only one Curse can be active at once. That is hardly comparable with the broad area pressure available throughout the DK toolkit.
Streak is excellent mobility, but repeated casts rapidly increase its cost. Rune Cage is unblockable, but delayed and immediately breakable. Healing Soul is a universal scribed ability available to every class. If that script is overtuned, then adjust the script. Using a universally available heal as justification for nerfing Sorcerer damage, sustain, defence and mobility simultaneously makes no logical sense.
This reads less like balance analysis and more like a list of everything that annoyed you during the last Battleground. Seeing many Sorcerers is not numerical evidence, and calling a 500 point conditional refund “infinite sustain” does not magically make it true.
DK already has substantially stronger depleted resource recovery, huge Whip burst, extensive area pressure, strong healing and powerful defensive tools. Sorcerer does not need another nerf simply because DK and Werewolf are finally receiving targeted adjustments. There is no convincing numerical case for it here.
Ok now take your calculator, and a non dk non sorc class to pvp and let me know if your calculations match up with your experience actually playing the game. Let me know how it goes.
Dk hasn’t been nerfed much. While nerf to coe is significant and sorc is hard carried by coe currently.UntouchableHunter wrote: »Sorcs are OP right now, imagine when we have WW and Dks nerf on 51.
Nobody will stop the Sorcs.
Zyaneth_Bal wrote: »Dk hasn’t been nerfed much. While nerf to coe is significant and sorc is hard carried by coe currently.UntouchableHunter wrote: »Sorcs are OP right now, imagine when we have WW and Dks nerf on 51.
Nobody will stop the Sorcs.
Also sorc is not op but eso players will come up with anything to find an excuse to not learn to play, a lost cause.
Zyaneth_Bal wrote: »Dk hasn’t been nerfed much. While nerf to coe is significant and sorc is hard carried by coe currently.UntouchableHunter wrote: »Sorcs are OP right now, imagine when we have WW and Dks nerf on 51.
Nobody will stop the Sorcs.
Also sorc is not op but eso players will come up with anything to find an excuse to not learn to play, a lost cause.
XVestigeXx wrote: »That is a remarkably long balance argument for something that falls apart after about thirty seconds with a calculator.
With 25,000 Max Magicka, Conservation of Energy restores exactly 500 Magicka per activation because it returns 2% of Max Magicka. Assuming one qualifying activation every second, that is 2,000 Magicka over four seconds, equivalent to 1,000 displayed Magicka Recovery.
That is not “infinite sustain.” A 2,700 cost ability still consumes 2,200 Magicka after the refund. Haunting Curse costs 2,970 and still consumes 2,470. Apparently “infinite” now means “still losing thousands of Magicka.”
Now compare that with Heart of Flame.
On live, Heart restores 15% of missing Magicka three times. If a DK remains around 50% missing Magicka, each tick restores 1,875, giving 5,625 gross over four seconds. At 75% missing, it restores 2,812 per tick, giving approximately 8,438 gross.
Even after subtracting its roughly 3,510 casting cost, that is approximately:
50% missing: 2,115 net Magicka
75% missing: 4,928 net Magicka
The Update 51 PTS reduction to 12% still gives:
50% missing: 4,500 gross and approximately 990 net
75% missing: 6,750 gross and approximately 3,240 net
Meanwhile, Conservation gives 2,000 across four ordinary activations at 25,000 Max Magicka. Heart also restores Stamina, heals the DK three times, and ends with area damage. Pretending Conservation exists in some completely different numerical universe requires ignoring what Heart actually does.
Damage comparisons are not helping this argument either. Properly prepared Whips can hit players for more than 15,000 while a typical Crystal Fragments proc lands around 7,000 against the same sort of target. Fragments is single target, depends upon a 33% proc, and its unprocced version has a cast time. Haunting Curse does have a small five metre splash, but only one Curse can be active at once. That is hardly comparable with the broad area pressure available throughout the DK toolkit.
Streak is excellent mobility, but repeated casts rapidly increase its cost. Rune Cage is unblockable, but delayed and immediately breakable. Healing Soul is a universal scribed ability available to every class. If that script is overtuned, then adjust the script. Using a universally available heal as justification for nerfing Sorcerer damage, sustain, defence and mobility simultaneously makes no logical sense.
This reads less like balance analysis and more like a list of everything that annoyed you during the last Battleground. Seeing many Sorcerers is not numerical evidence, and calling a 500 point conditional refund “infinite sustain” does not magically make it true.
DK already has substantially stronger depleted resource recovery, huge Whip burst, extensive area pressure, strong healing and powerful defensive tools. Sorcerer does not need another nerf simply because DK and Werewolf are finally receiving targeted adjustments. There is no convincing numerical case for it here.
Ok now take your calculator, and a non dk non sorc class to pvp and let me know if your calculations match up with your experience actually playing the game. Let me know how it goes.
XVestigeXx wrote: »Sorc has some of the most burst damage and pressure in the game, more than even NB about the same as dk pre nerf AND it can deal that dmg at range, its tankier than most classes, Its the most mobile class in the game. It has the best unblockable and undodgeable stun in the game. It has infinite sustain, The best passives on par with DK, and the best class masteries Better than DK.
XVestigeXx wrote: »On top of this Sorc has some of the most cancerous builds possible on it that are so much better than anything possible on any of the other 4 classes that its such an outlier it needs hammered back down along with DK and WW. Like the dot sorcs for instance, its just the same old same old thing where you build tanky, let your dot procs do the damage and kill everything and if someone does try to burst you just streak away and hit your new burst heal from scribing that sorc should not have.
XVestigeXx wrote: »Sorc's whole thing was it was very strong in most aspects but lacked a burst heal unless they went with the pet. Now people just use the wield soul burst heal and i don't think sorc having access to this is fair without a rebalance to the rest of the class or some buffs to the other scribed abilitie
can you all not just change char when you start feeling too op ?
you mean classes that don’t specifically have any skills or class masteries to assist with regen? Which makes the comparison not really valid?XVestigeXx wrote: »That is a remarkably long balance argument for something that falls apart after about thirty seconds with a calculator.
With 25,000 Max Magicka, Conservation of Energy restores exactly 500 Magicka per activation because it returns 2% of Max Magicka. Assuming one qualifying activation every second, that is 2,000 Magicka over four seconds, equivalent to 1,000 displayed Magicka Recovery.
That is not “infinite sustain.” A 2,700 cost ability still consumes 2,200 Magicka after the refund. Haunting Curse costs 2,970 and still consumes 2,470. Apparently “infinite” now means “still losing thousands of Magicka.”
Now compare that with Heart of Flame.
On live, Heart restores 15% of missing Magicka three times. If a DK remains around 50% missing Magicka, each tick restores 1,875, giving 5,625 gross over four seconds. At 75% missing, it restores 2,812 per tick, giving approximately 8,438 gross.
Even after subtracting its roughly 3,510 casting cost, that is approximately:
50% missing: 2,115 net Magicka
75% missing: 4,928 net Magicka
The Update 51 PTS reduction to 12% still gives:
50% missing: 4,500 gross and approximately 990 net
75% missing: 6,750 gross and approximately 3,240 net
Meanwhile, Conservation gives 2,000 across four ordinary activations at 25,000 Max Magicka. Heart also restores Stamina, heals the DK three times, and ends with area damage. Pretending Conservation exists in some completely different numerical universe requires ignoring what Heart actually does.
Damage comparisons are not helping this argument either. Properly prepared Whips can hit players for more than 15,000 while a typical Crystal Fragments proc lands around 7,000 against the same sort of target. Fragments is single target, depends upon a 33% proc, and its unprocced version has a cast time. Haunting Curse does have a small five metre splash, but only one Curse can be active at once. That is hardly comparable with the broad area pressure available throughout the DK toolkit.
Streak is excellent mobility, but repeated casts rapidly increase its cost. Rune Cage is unblockable, but delayed and immediately breakable. Healing Soul is a universal scribed ability available to every class. If that script is overtuned, then adjust the script. Using a universally available heal as justification for nerfing Sorcerer damage, sustain, defence and mobility simultaneously makes no logical sense.
This reads less like balance analysis and more like a list of everything that annoyed you during the last Battleground. Seeing many Sorcerers is not numerical evidence, and calling a 500 point conditional refund “infinite sustain” does not magically make it true.
DK already has substantially stronger depleted resource recovery, huge Whip burst, extensive area pressure, strong healing and powerful defensive tools. Sorcerer does not need another nerf simply because DK and Werewolf are finally receiving targeted adjustments. There is no convincing numerical case for it here.
Ok now take your calculator, and a non dk non sorc class to pvp and let me know if your calculations match up with your experience actually playing the game. Let me know how it goes.
Besides that I play a night blade and Arcanist in PvP and do just fine on sustain because I have build those kits around pulse ganking. The elesus cost is going to hurt those toons though.
Anyway all the whiners got their way. Zos listened and nerfed the class mastery by 25%
Even though I was already wearing wretched vitality back bar or using rokska on top of coe as it was. As I found it necessary particularly in no cp bg and ic when I put all attributes into health which is pretty much the meta.
Bro, facts are, no matter what they nerf, an experienced giraffe, in their pyjamas, half-cut and on a phone call with their grandma, is STILL going to kill a less player.
Calling for more nerfs just encourages all the rest of us to 'get creative'. And usually that's just new fresh joy for us.
Better to learn to work with known problems then experience the constant rotation of new joys the community will invent.
And. Vengeance is a thing.
XVestigeXx wrote: »That is a remarkably long balance argument for something that falls apart after about thirty seconds with a calculator.
With 25,000 Max Magicka, Conservation of Energy restores exactly 500 Magicka per activation because it returns 2% of Max Magicka. Assuming one qualifying activation every second, that is 2,000 Magicka over four seconds, equivalent to 1,000 displayed Magicka Recovery.
That is not “infinite sustain.” A 2,700 cost ability still consumes 2,200 Magicka after the refund. Haunting Curse costs 2,970 and still consumes 2,470. Apparently “infinite” now means “still losing thousands of Magicka.”
Now compare that with Heart of Flame.
On live, Heart restores 15% of missing Magicka three times. If a DK remains around 50% missing Magicka, each tick restores 1,875, giving 5,625 gross over four seconds. At 75% missing, it restores 2,812 per tick, giving approximately 8,438 gross.
Even after subtracting its roughly 3,510 casting cost, that is approximately:
50% missing: 2,115 net Magicka
75% missing: 4,928 net Magicka
The Update 51 PTS reduction to 12% still gives:
50% missing: 4,500 gross and approximately 990 net
75% missing: 6,750 gross and approximately 3,240 net
Meanwhile, Conservation gives 2,000 across four ordinary activations at 25,000 Max Magicka. Heart also restores Stamina, heals the DK three times, and ends with area damage. Pretending Conservation exists in some completely different numerical universe requires ignoring what Heart actually does.
Damage comparisons are not helping this argument either. Properly prepared Whips can hit players for more than 15,000 while a typical Crystal Fragments proc lands around 7,000 against the same sort of target. Fragments is single target, depends upon a 33% proc, and its unprocced version has a cast time. Haunting Curse does have a small five metre splash, but only one Curse can be active at once. That is hardly comparable with the broad area pressure available throughout the DK toolkit.
Streak is excellent mobility, but repeated casts rapidly increase its cost. Rune Cage is unblockable, but delayed and immediately breakable. Healing Soul is a universal scribed ability available to every class. If that script is overtuned, then adjust the script. Using a universally available heal as justification for nerfing Sorcerer damage, sustain, defence and mobility simultaneously makes no logical sense.
This reads less like balance analysis and more like a list of everything that annoyed you during the last Battleground. Seeing many Sorcerers is not numerical evidence, and calling a 500 point conditional refund “infinite sustain” does not magically make it true.
DK already has substantially stronger depleted resource recovery, huge Whip burst, extensive area pressure, strong healing and powerful defensive tools. Sorcerer does not need another nerf simply because DK and Werewolf are finally receiving targeted adjustments. There is no convincing numerical case for it here.
Ok now take your calculator, and a non dk non sorc class to pvp and let me know if your calculations match up with your experience actually playing the game. Let me know how it goes.
He doesn't need to because most of your claims are hyperbole. For example, you said:
1) "Sorc has the best stun, the best mobility, the best passives and class masteries, some of the most burst damage and pressure, infinite sustain"XVestigeXx wrote: »Sorc has some of the most burst damage and pressure in the game, more than even NB about the same as dk pre nerf AND it can deal that dmg at range, its tankier than most classes, Its the most mobile class in the game. It has the best unblockable and undodgeable stun in the game. It has infinite sustain, The best passives on par with DK, and the best class masteries Better than DK.
These claims are entirely exaggerated, as explained below:
- Pre U50, NBs could casually hit 15-17k crit Spectral Bows with Incap Debuff against good opponents, and upwards of 20k vs poorly built ones. Sorc, at best, were only able to deal ~8k crit Curses and 11k crit Crystal Fragments. Since Curse is incredibly telegraphed, blockable, and purgable, it's one of the easiest skills to counter. All you need is a buff tracker, hold block everytime Curse is applied, and you take zero damage. Against a cleanser, Curse is laughably weak lol. I can't tell the number of occassions where I wanted to remove this skill off my bar because it was constantly being cleansed off by a Templar or a Warden with Netch. Sorc's high pressure is also largely tied to layering multiple burst abilities or wearing several proc sets, both of which are more effective on other classes (pre U50 Templar, NB, and Warden, and pre U49 DK)
- Sorc is indeed very tanky right now, but that's ultimately caused by Conservation of Energy providing nearly permanent 2k-4k HPS. That is a balance oversight that needs to be addressed, but pre U50 Sorc was NOT tankier than most classes. Sorc is a high APM class with mostly offensive heals, which requires top tier mechanics to survive well. Most people simply aren't good enough to take advantage of the class' defensive toolkit. As a result, those who swapped to Sorc ended up putting it back in the storage because they kept getting farmed by other classes. An average player would have more success playing a Necro or Templar if they wanted to be tanky, as their defensive rotations are super straightforward and mostly consist of defensive heals.
- Sorc is indeed the most mobile class in the game, but only due to Streak granting access to higher terrain, and even then, Streak loses effectiveness against players stacking movement speed. Every class has free access to maximum movement speed via class abilities (Falcon, Path) or universal ones (RaT). From my testing, it is not difficult to chase down a Sorc in Cyrodiil if you invest in Major/Minor Expedition, Celerity, or a couple Swift traits.
- Infinite sustain, best passives, and best class masteries are a stretch. Sustain is definitely above everything else but CoF, but it's not as good as CoF. Nobody uses Dark Magic or Daedric Summoning during subclassing meta because the passives and abilities weren't good. As for class masteries, Warden and DK both have equally good class masteries too.
2) "Sorc has some of the most cancerous builds which are better than anything on other classes"XVestigeXx wrote: »On top of this Sorc has some of the most cancerous builds possible on it that are so much better than anything possible on any of the other 4 classes that its such an outlier it needs hammered back down along with DK and WW. Like the dot sorcs for instance, its just the same old same old thing where you build tanky, let your dot procs do the damage and kill everything and if someone does try to burst you just streak away and hit your new burst heal from scribing that sorc should not have.
It's not like the game has a plethora of meta builds to choose from lol... The same cancerous builds on Sorc are also used by other classes. DK, WW, Necro, Templar, etc. all use them if they want a pressure spec.
3) "Sorc having Wield Soul is unfair"XVestigeXx wrote: »Sorc's whole thing was it was very strong in most aspects but lacked a burst heal unless they went with the pet. Now people just use the wield soul burst heal and i don't think sorc having access to this is fair without a rebalance to the rest of the class or some buffs to the other scribed abilitie
Wield Soul is a universal heal. Ask for a nerf to it then if you think it elevated Sorc's defense too much.
XVestigeXx wrote: »XVestigeXx wrote: »That is a remarkably long balance argument for something that falls apart after about thirty seconds with a calculator.
With 25,000 Max Magicka, Conservation of Energy restores exactly 500 Magicka per activation because it returns 2% of Max Magicka. Assuming one qualifying activation every second, that is 2,000 Magicka over four seconds, equivalent to 1,000 displayed Magicka Recovery.
That is not “infinite sustain.” A 2,700 cost ability still consumes 2,200 Magicka after the refund. Haunting Curse costs 2,970 and still consumes 2,470. Apparently “infinite” now means “still losing thousands of Magicka.”
Now compare that with Heart of Flame.
On live, Heart restores 15% of missing Magicka three times. If a DK remains around 50% missing Magicka, each tick restores 1,875, giving 5,625 gross over four seconds. At 75% missing, it restores 2,812 per tick, giving approximately 8,438 gross.
Even after subtracting its roughly 3,510 casting cost, that is approximately:
50% missing: 2,115 net Magicka
75% missing: 4,928 net Magicka
The Update 51 PTS reduction to 12% still gives:
50% missing: 4,500 gross and approximately 990 net
75% missing: 6,750 gross and approximately 3,240 net
Meanwhile, Conservation gives 2,000 across four ordinary activations at 25,000 Max Magicka. Heart also restores Stamina, heals the DK three times, and ends with area damage. Pretending Conservation exists in some completely different numerical universe requires ignoring what Heart actually does.
Damage comparisons are not helping this argument either. Properly prepared Whips can hit players for more than 15,000 while a typical Crystal Fragments proc lands around 7,000 against the same sort of target. Fragments is single target, depends upon a 33% proc, and its unprocced version has a cast time. Haunting Curse does have a small five metre splash, but only one Curse can be active at once. That is hardly comparable with the broad area pressure available throughout the DK toolkit.
Streak is excellent mobility, but repeated casts rapidly increase its cost. Rune Cage is unblockable, but delayed and immediately breakable. Healing Soul is a universal scribed ability available to every class. If that script is overtuned, then adjust the script. Using a universally available heal as justification for nerfing Sorcerer damage, sustain, defence and mobility simultaneously makes no logical sense.
This reads less like balance analysis and more like a list of everything that annoyed you during the last Battleground. Seeing many Sorcerers is not numerical evidence, and calling a 500 point conditional refund “infinite sustain” does not magically make it true.
DK already has substantially stronger depleted resource recovery, huge Whip burst, extensive area pressure, strong healing and powerful defensive tools. Sorcerer does not need another nerf simply because DK and Werewolf are finally receiving targeted adjustments. There is no convincing numerical case for it here.
Ok now take your calculator, and a non dk non sorc class to pvp and let me know if your calculations match up with your experience actually playing the game. Let me know how it goes.
He doesn't need to because most of your claims are hyperbole. For example, you said:
1) "Sorc has the best stun, the best mobility, the best passives and class masteries, some of the most burst damage and pressure, infinite sustain"XVestigeXx wrote: »Sorc has some of the most burst damage and pressure in the game, more than even NB about the same as dk pre nerf AND it can deal that dmg at range, its tankier than most classes, Its the most mobile class in the game. It has the best unblockable and undodgeable stun in the game. It has infinite sustain, The best passives on par with DK, and the best class masteries Better than DK.
These claims are entirely exaggerated, as explained below:
- Pre U50, NBs could casually hit 15-17k crit Spectral Bows with Incap Debuff against good opponents, and upwards of 20k vs poorly built ones. Sorc, at best, were only able to deal ~8k crit Curses and 11k crit Crystal Fragments. Since Curse is incredibly telegraphed, blockable, and purgable, it's one of the easiest skills to counter. All you need is a buff tracker, hold block everytime Curse is applied, and you take zero damage. Against a cleanser, Curse is laughably weak lol. I can't tell the number of occassions where I wanted to remove this skill off my bar because it was constantly being cleansed off by a Templar or a Warden with Netch. Sorc's high pressure is also largely tied to layering multiple burst abilities or wearing several proc sets, both of which are more effective on other classes (pre U50 Templar, NB, and Warden, and pre U49 DK)
- Sorc is indeed very tanky right now, but that's ultimately caused by Conservation of Energy providing nearly permanent 2k-4k HPS. That is a balance oversight that needs to be addressed, but pre U50 Sorc was NOT tankier than most classes. Sorc is a high APM class with mostly offensive heals, which requires top tier mechanics to survive well. Most people simply aren't good enough to take advantage of the class' defensive toolkit. As a result, those who swapped to Sorc ended up putting it back in the storage because they kept getting farmed by other classes. An average player would have more success playing a Necro or Templar if they wanted to be tanky, as their defensive rotations are super straightforward and mostly consist of defensive heals.
- Sorc is indeed the most mobile class in the game, but only due to Streak granting access to higher terrain, and even then, Streak loses effectiveness against players stacking movement speed. Every class has free access to maximum movement speed via class abilities (Falcon, Path) or universal ones (RaT). From my testing, it is not difficult to chase down a Sorc in Cyrodiil if you invest in Major/Minor Expedition, Celerity, or a couple Swift traits.
- Infinite sustain, best passives, and best class masteries are a stretch. Sustain is definitely above everything else but CoF, but it's not as good as CoF. Nobody uses Dark Magic or Daedric Summoning during subclassing meta because the passives and abilities weren't good. As for class masteries, Warden and DK both have equally good class masteries too.
2) "Sorc has some of the most cancerous builds which are better than anything on other classes"XVestigeXx wrote: »On top of this Sorc has some of the most cancerous builds possible on it that are so much better than anything possible on any of the other 4 classes that its such an outlier it needs hammered back down along with DK and WW. Like the dot sorcs for instance, its just the same old same old thing where you build tanky, let your dot procs do the damage and kill everything and if someone does try to burst you just streak away and hit your new burst heal from scribing that sorc should not have.
It's not like the game has a plethora of meta builds to choose from lol... The same cancerous builds on Sorc are also used by other classes. DK, WW, Necro, Templar, etc. all use them if they want a pressure spec.
3) "Sorc having Wield Soul is unfair"XVestigeXx wrote: »Sorc's whole thing was it was very strong in most aspects but lacked a burst heal unless they went with the pet. Now people just use the wield soul burst heal and i don't think sorc having access to this is fair without a rebalance to the rest of the class or some buffs to the other scribed abilitie
Wield Soul is a universal heal. Ask for a nerf to it then if you think it elevated Sorc's defense too much.
Bud, do you know how to play sorc? I don't even play that much sorc and I know you are either being disingenuous for the argument's sake or you don't pvp on sorc.
" Sorc, at best, were only able to deal ~8k crit Curses and 11k crit Crystal Fragments. Since Curse is incredibly telegraphed, blockable, and purgable, it's one of the easiest skills to counter"
This example highlights poor rotation. Any Sorc worth their salt is stacking all this into a streak which is unblockable and undodgeable and does about 5k dmg off the top of my head in an aoe. So, much harder to counter than a nb combo which can be both blocked and roll dodged while this sorc combo does the same if not more dmg without an ult. Throw shooting star in there or overload and its even more disgusting and so much more unavoidable.
"Sorc is a high APM class with mostly offensive heals, which requires top tier mechanics to survive well"
Not anymore because of calculated defense, CoE, and the fact Sorc has a burst heal in wield soul - something the class was built around not having at all.
"Sorc is indeed the most mobile class in the game, but only due to Streak granting access to higher terrain, and even then, Streak loses effectiveness against players stacking movement speed. it is not difficult to chase down a Sorc in Cyrodiil if you invest in Major/Minor Expedition, Celerity, or a couple Swift traits."
This isn't true because every sorc has major expedition and can streak multiple times because the cost increase doesn't really do much. I can streak like 8 times back to back on my sorc. its fine sorc is fast, its just they have everything else too on top of this speed with no downsides or lack of something in another area.
"Infinite sustain, best passives, and best class masteries are a stretch." Storm calling has some of the best passives in the game, Dark magic is really good for passives you should go read them. Daedric summoning is the weakest imo but still has one or two good ones for non pet sorcs. Sorc just has better passives than most classes. One example is NB magicka flood compared to expert summoner. NB has to slot an ability from that skill line on both bars to gain the effect from that passive while sorc gets it for just putting the skill point in
"It's not like the game has a plethora of meta builds to choose from lol... The same cancerous builds on Sorc are also used by other classes. DK, WW, Necro, Templar, etc. all use them if they want a pressure spec."
These meta builds are even worse on a sorc because if they can just dip in and out of combat with streak and the absurd tankiness the class has now. They can literally just streak out, hit thier burst heal they were never intended to have, then dip back in all while stunning everyone on their way in and out with their AOE unblockable, undodgeable stun.
"Wield Soul is a universal heal. Ask for a nerf to it then if you think it elevated Sorc's defense too much."
No. Sorc was built around not having a burst heal and had to use things like crit surge and shields and vigor but they were given lots of power and concessions in other areas because of it. Now they have access to wield soul without having those other concessions looked at. This has fundamentally made sorc OP because they now have something they were built around not having. On top of this, wield soul is a better burst heal than some class burst heals like necro's for example. Either sorc should not have access to the heal version of this ability or the whole class needs to be revisited with wield soul in mind. Because it doesn't matter if its good or bad compared to other burst heals, sorc was never intended to have it.
W Zos nerfing sorc this patch! Love the feedback based changes! This is awesome! Lets keep it going!!
In 2017 players would die in base game dungeons. Some could not even finish. Now a level 20 new player can almost solo these base game dungeons. Why ? Power creep! Years and years of whatever expansion, DLC, Sets, mythic or other items they(zos) are directed on for sale (new release) gets a major buff. Sometimes this is ridiculously OP, most players warned that this would "break the game" over and over. All to Deft ears. When the sales calmed down, and the whining became loud then the Big nerf (rug pull). The game was just all over the place at times. Recently didn't the night market Mythic ring break PVP? What about the WW. It doesn't take a genius to see all the WW in PVP now. When the sale point is over. Here come the nerfs. LOL expect it.
Here is the answer :
1)Set a metric with software built to compare the new changes against ALL the other factors it would effect. In woodworking or machining it is called a jig. Never allow to number to exceed one over the other. The "best" would then be based on player skill not smash win buttons so the game plays for you.
2) listen to players feedback on the PTS and actually look into changes , yes it may cost playing the contractors again for change but worth it through player satisfaction!
3) Play YOUR(ZOS) game on the live server anonymously or pay people to play it anonymously! Send feedback. Video / Screen shots and cmx logs. You would know what is OP , broken , pain points or not.
I don't blame players asking for nerfs nor do I blame players not wanting them. I blame this system of wild unvetted change based on a marketing strategy that is NOT good for ESO long term. Yes temporary sales number look good but in long term is death by a thousand cuts. As we are today. Thanks for your time.
XVestigeXx wrote: »XVestigeXx wrote: »That is a remarkably long balance argument for something that falls apart after about thirty seconds with a calculator.
With 25,000 Max Magicka, Conservation of Energy restores exactly 500 Magicka per activation because it returns 2% of Max Magicka. Assuming one qualifying activation every second, that is 2,000 Magicka over four seconds, equivalent to 1,000 displayed Magicka Recovery.
That is not “infinite sustain.” A 2,700 cost ability still consumes 2,200 Magicka after the refund. Haunting Curse costs 2,970 and still consumes 2,470. Apparently “infinite” now means “still losing thousands of Magicka.”
Now compare that with Heart of Flame.
On live, Heart restores 15% of missing Magicka three times. If a DK remains around 50% missing Magicka, each tick restores 1,875, giving 5,625 gross over four seconds. At 75% missing, it restores 2,812 per tick, giving approximately 8,438 gross.
Even after subtracting its roughly 3,510 casting cost, that is approximately:
50% missing: 2,115 net Magicka
75% missing: 4,928 net Magicka
The Update 51 PTS reduction to 12% still gives:
50% missing: 4,500 gross and approximately 990 net
75% missing: 6,750 gross and approximately 3,240 net
Meanwhile, Conservation gives 2,000 across four ordinary activations at 25,000 Max Magicka. Heart also restores Stamina, heals the DK three times, and ends with area damage. Pretending Conservation exists in some completely different numerical universe requires ignoring what Heart actually does.
Damage comparisons are not helping this argument either. Properly prepared Whips can hit players for more than 15,000 while a typical Crystal Fragments proc lands around 7,000 against the same sort of target. Fragments is single target, depends upon a 33% proc, and its unprocced version has a cast time. Haunting Curse does have a small five metre splash, but only one Curse can be active at once. That is hardly comparable with the broad area pressure available throughout the DK toolkit.
Streak is excellent mobility, but repeated casts rapidly increase its cost. Rune Cage is unblockable, but delayed and immediately breakable. Healing Soul is a universal scribed ability available to every class. If that script is overtuned, then adjust the script. Using a universally available heal as justification for nerfing Sorcerer damage, sustain, defence and mobility simultaneously makes no logical sense.
This reads less like balance analysis and more like a list of everything that annoyed you during the last Battleground. Seeing many Sorcerers is not numerical evidence, and calling a 500 point conditional refund “infinite sustain” does not magically make it true.
DK already has substantially stronger depleted resource recovery, huge Whip burst, extensive area pressure, strong healing and powerful defensive tools. Sorcerer does not need another nerf simply because DK and Werewolf are finally receiving targeted adjustments. There is no convincing numerical case for it here.
Ok now take your calculator, and a non dk non sorc class to pvp and let me know if your calculations match up with your experience actually playing the game. Let me know how it goes.
He doesn't need to because most of your claims are hyperbole. For example, you said:
1) "Sorc has the best stun, the best mobility, the best passives and class masteries, some of the most burst damage and pressure, infinite sustain"XVestigeXx wrote: »Sorc has some of the most burst damage and pressure in the game, more than even NB about the same as dk pre nerf AND it can deal that dmg at range, its tankier than most classes, Its the most mobile class in the game. It has the best unblockable and undodgeable stun in the game. It has infinite sustain, The best passives on par with DK, and the best class masteries Better than DK.
These claims are entirely exaggerated, as explained below:
- Pre U50, NBs could casually hit 15-17k crit Spectral Bows with Incap Debuff against good opponents, and upwards of 20k vs poorly built ones. Sorc, at best, were only able to deal ~8k crit Curses and 11k crit Crystal Fragments. Since Curse is incredibly telegraphed, blockable, and purgable, it's one of the easiest skills to counter. All you need is a buff tracker, hold block everytime Curse is applied, and you take zero damage. Against a cleanser, Curse is laughably weak lol. I can't tell the number of occassions where I wanted to remove this skill off my bar because it was constantly being cleansed off by a Templar or a Warden with Netch. Sorc's high pressure is also largely tied to layering multiple burst abilities or wearing several proc sets, both of which are more effective on other classes (pre U50 Templar, NB, and Warden, and pre U49 DK)
- Sorc is indeed very tanky right now, but that's ultimately caused by Conservation of Energy providing nearly permanent 2k-4k HPS. That is a balance oversight that needs to be addressed, but pre U50 Sorc was NOT tankier than most classes. Sorc is a high APM class with mostly offensive heals, which requires top tier mechanics to survive well. Most people simply aren't good enough to take advantage of the class' defensive toolkit. As a result, those who swapped to Sorc ended up putting it back in the storage because they kept getting farmed by other classes. An average player would have more success playing a Necro or Templar if they wanted to be tanky, as their defensive rotations are super straightforward and mostly consist of defensive heals.
- Sorc is indeed the most mobile class in the game, but only due to Streak granting access to higher terrain, and even then, Streak loses effectiveness against players stacking movement speed. Every class has free access to maximum movement speed via class abilities (Falcon, Path) or universal ones (RaT). From my testing, it is not difficult to chase down a Sorc in Cyrodiil if you invest in Major/Minor Expedition, Celerity, or a couple Swift traits.
- Infinite sustain, best passives, and best class masteries are a stretch. Sustain is definitely above everything else but CoF, but it's not as good as CoF. Nobody uses Dark Magic or Daedric Summoning during subclassing meta because the passives and abilities weren't good. As for class masteries, Warden and DK both have equally good class masteries too.
2) "Sorc has some of the most cancerous builds which are better than anything on other classes"XVestigeXx wrote: »On top of this Sorc has some of the most cancerous builds possible on it that are so much better than anything possible on any of the other 4 classes that its such an outlier it needs hammered back down along with DK and WW. Like the dot sorcs for instance, its just the same old same old thing where you build tanky, let your dot procs do the damage and kill everything and if someone does try to burst you just streak away and hit your new burst heal from scribing that sorc should not have.
It's not like the game has a plethora of meta builds to choose from lol... The same cancerous builds on Sorc are also used by other classes. DK, WW, Necro, Templar, etc. all use them if they want a pressure spec.
3) "Sorc having Wield Soul is unfair"XVestigeXx wrote: »Sorc's whole thing was it was very strong in most aspects but lacked a burst heal unless they went with the pet. Now people just use the wield soul burst heal and i don't think sorc having access to this is fair without a rebalance to the rest of the class or some buffs to the other scribed abilitie
Wield Soul is a universal heal. Ask for a nerf to it then if you think it elevated Sorc's defense too much.
Bud, do you know how to play sorc? I don't even play that much sorc and I know you are either being disingenuous for the argument's sake or you don't pvp on sorc.
" Sorc, at best, were only able to deal ~8k crit Curses and 11k crit Crystal Fragments. Since Curse is incredibly telegraphed, blockable, and purgable, it's one of the easiest skills to counter"
This example highlights poor rotation. Any Sorc worth their salt is stacking all this into a streak which is unblockable and undodgeable and does about 5k dmg off the top of my head in an aoe. So, much harder to counter than a nb combo which can be both blocked and roll dodged while this sorc combo does the same if not more dmg without an ult. Throw shooting star in there or overload and its even more disgusting and so much more unavoidable.
"Sorc is a high APM class with mostly offensive heals, which requires top tier mechanics to survive well"
Not anymore because of calculated defense, CoE, and the fact Sorc has a burst heal in wield soul - something the class was built around not having at all.
"Sorc is indeed the most mobile class in the game, but only due to Streak granting access to higher terrain, and even then, Streak loses effectiveness against players stacking movement speed. it is not difficult to chase down a Sorc in Cyrodiil if you invest in Major/Minor Expedition, Celerity, or a couple Swift traits."
This isn't true because every sorc has major expedition and can streak multiple times because the cost increase doesn't really do much. I can streak like 8 times back to back on my sorc. its fine sorc is fast, its just they have everything else too on top of this speed with no downsides or lack of something in another area.
"Infinite sustain, best passives, and best class masteries are a stretch." Storm calling has some of the best passives in the game, Dark magic is really good for passives you should go read them. Daedric summoning is the weakest imo but still has one or two good ones for non pet sorcs. Sorc just has better passives than most classes. One example is NB magicka flood compared to expert summoner. NB has to slot an ability from that skill line on both bars to gain the effect from that passive while sorc gets it for just putting the skill point in
"It's not like the game has a plethora of meta builds to choose from lol... The same cancerous builds on Sorc are also used by other classes. DK, WW, Necro, Templar, etc. all use them if they want a pressure spec."
These meta builds are even worse on a sorc because if they can just dip in and out of combat with streak and the absurd tankiness the class has now. They can literally just streak out, hit thier burst heal they were never intended to have, then dip back in all while stunning everyone on their way in and out with their AOE unblockable, undodgeable stun.
"Wield Soul is a universal heal. Ask for a nerf to it then if you think it elevated Sorc's defense too much."
No. Sorc was built around not having a burst heal and had to use things like crit surge and shields and vigor but they were given lots of power and concessions in other areas because of it. Now they have access to wield soul without having those other concessions looked at. This has fundamentally made sorc OP because they now have something they were built around not having. On top of this, wield soul is a better burst heal than some class burst heals like necro's for example. Either sorc should not have access to the heal version of this ability or the whole class needs to be revisited with wield soul in mind. Because it doesn't matter if its good or bad compared to other burst heals, sorc was never intended to have it.
W Zos nerfing sorc this patch! Love the feedback based changes! This is awesome! Lets keep it going!!
XVestigeXx wrote: »Bud, do you know how to play sorc? I don't even play that much sorc and I know you are either being disingenuous for the argument's sake or you don't pvp on sorc.
https://youtu.be/ODPAtReNsWo?si=_IAEfODY467-Oty9
https://youtu.be/R_iDxyTRgpg?si=gwQea7qNb79f8iRh
https://youtu.be/ftPQJpM0RnI?si=5JF2Fpk7eA6JzLuT
https://youtu.be/DLz-kYWvuAw?si=b7Th6jsZ2XYVjy_V
https://youtu.be/7wX_HyvG9Ig?si=3dIzbiqGs7vu5MqD
https://youtu.be/7Rgd_Floni4?si=HN-ilb2103-ap7EFXVestigeXx wrote: »" Sorc, at best, were only able to deal ~8k crit Curses and 11k crit Crystal Fragments. Since Curse is incredibly telegraphed, blockable, and purgable, it's one of the easiest skills to counter"
This example highlights poor rotation. Any Sorc worth their salt is stacking all this into a streak which is unblockable and undodgeable and does about 5k dmg off the top of my head in an aoe. So, much harder to counter than a nb combo which can be both blocked and roll dodged while this sorc combo does the same if not more dmg without an ult. Throw shooting star in there or overload and its even more disgusting and so much more unavoidable.
XVestigeXx wrote: »"Sorc is a high APM class with mostly offensive heals, which requires top tier mechanics to survive well"
Not anymore because of calculated defense, CoE, and the fact Sorc has a burst heal in wield soul - something the class was built around not having at all.
XVestigeXx wrote: »"Sorc is indeed the most mobile class in the game, but only due to Streak granting access to higher terrain, and even then, Streak loses effectiveness against players stacking movement speed. it is not difficult to chase down a Sorc in Cyrodiil if you invest in Major/Minor Expedition, Celerity, or a couple Swift traits."
This isn't true because every sorc has major expedition and can streak multiple times because the cost increase doesn't really do much. I can streak like 8 times back to back on my sorc. its fine sorc is fast, its just they have everything else too on top of this speed with no downsides or lack of something in another area.
XVestigeXx wrote: »"Infinite sustain, best passives, and best class masteries are a stretch." Storm calling has some of the best passives in the game, Dark magic is really good for passives you should go read them. Daedric summoning is the weakest imo but still has one or two good ones for non pet sorcs. Sorc just has better passives than most classes. One example is NB magicka flood compared to expert summoner. NB has to slot an ability from that skill line on both bars to gain the effect from that passive while sorc gets it for just putting the skill point in
XVestigeXx wrote: »"It's not like the game has a plethora of meta builds to choose from lol... The same cancerous builds on Sorc are also used by other classes. DK, WW, Necro, Templar, etc. all use them if they want a pressure spec."
These meta builds are even worse on a sorc because if they can just dip in and out of combat with streak and the absurd tankiness the class has now. They can literally just streak out, hit thier burst heal they were never intended to have, then dip back in all while stunning everyone on their way in and out with their AOE unblockable, undodgeable stun.
XVestigeXx wrote: »"Wield Soul is a universal heal. Ask for a nerf to it then if you think it elevated Sorc's defense too much."
No. Sorc was built around not having a burst heal and had to use things like crit surge and shields and vigor but they were given lots of power and concessions in other areas because of it. Now they have access to wield soul without having those other concessions looked at. This has fundamentally made sorc OP because they now have something they were built around not having. On top of this, wield soul is a better burst heal than some class burst heals like necro's for example. Either sorc should not have access to the heal version of this ability or the whole class needs to be revisited with wield soul in mind. Because it doesn't matter if its good or bad compared to other burst heals, sorc was never intended to have it.