Static Reverberation: This passive now triggers off Sorcerer ability damage, rather than any damage. Increased the base proc chance to 20%, up from 5%. Reduced the cooldown to 100ms, down from 300ms.
[Developer Comment]We're making a targeted approach here to correct some behaviors we've seen since this passive's introduction, where the optimal use of the previous iteration was to stack many non-Sorcerer attacks to trigger it as frequently as possible, introducing counter-intuitive design where the reward to playing your class is to use non-class abilities. To account for this restriction, we're trying to make sure building around it still is relatively as strong as it was before, so the base chances are higher, and can trigger more frequently when a target is near death. We'll keep an eye on this passive (especially in PvP) as this should help correct some of the more problematic use cases we've seen, but it may also introduce more devastation to where Sorcerers can already be quite powerful.
Turtle_Bot wrote: »@ZOS_Kevin Any chance we could get the Sorcerer class flourish to count as "Sorcerer damage", or have reverb adjusted to proc off Shock damage as well as Sorcerer damage (since Shock is supposed to be Sorcerers thematic element).Static Reverberation: This passive now triggers off Sorcerer ability damage, rather than any damage. Increased the base proc chance to 20%, up from 5%. Reduced the cooldown to 100ms, down from 300ms.
[Developer Comment]We're making a targeted approach here to correct some behaviors we've seen since this passive's introduction, where the optimal use of the previous iteration was to stack many non-Sorcerer attacks to trigger it as frequently as possible, introducing counter-intuitive design where the reward to playing your class is to use non-class abilities. To account for this restriction, we're trying to make sure building around it still is relatively as strong as it was before, so the base chances are higher, and can trigger more frequently when a target is near death. We'll keep an eye on this passive (especially in PvP) as this should help correct some of the more problematic use cases we've seen, but it may also introduce more devastation to where Sorcerers can already be quite powerful.
I also want to raise the issue of the adjustment to Reverbs Frequency. We used to have a faster frequency when the mastery was introduced in U50 (it was 0.2s), but it was quickly determined that Sorcerer in it's class kit cannot keep up with such a hyper fast frequency since the class doesn't have any targeted damage over time abilities or status effects within it's class kit and the only multi-hit ability was Bound Armaments that ticks at 0.25-0.3 seconds (or up to 3 times slower than this new 100ms frequency).
While on paper it seems like the frequency increase is a "buff" to this mastery, in practical terms, it does next to nothing because there is nothing in the class kit to make use of this change.
Keeping it at the current 300ms frequency, but allowing it to work with shock damage as well as Sorcerer damage (or just making the class flourish count as Sorcerer damage) would be a good middle ground, so it can be semi-generic (as long as the player is building directly into the classes element/theme), but not so completely generic as to create issues (like it was when stacking multiple DoTs all with their own durations, status effect procs that are also additional DoTs, and chances to proc it).
If needed, reducing the base chance from 20% down to 10% alongside reverting the frequency changes would be another way to balance it, if changing it to allow any Shock damage to count for it alongside Sorcerer damage would be too problematic.
Umbracat449 wrote: »At this point, given the abilities of really good AI in tackling advanced mathematical problems, as we can read in the news, I think zos should get hold of somewhere that has a good model, feed the classes and the parameters in, and get it to build the classes and balance the game.
Absolutely not. AI is commonly filled with what I like to call AI psychosis. You can get misinformation and unclarity using AI often because it's not smart enough to even do complex physics problems, and needs very specific inputs and parameters for outputs.
Source: I used that *** in college, and I had TO CORRECT AI constantly, and 9/10 times I still wouldn't get "correct" results.
This is a terrible suggestion. DO NOT USE AI.
Not to mention, we have seen with Cyrodiil and BGs and PvE in the past that their numbers/spreadsheet methodology only approaches led to things like update 35 and look how dogwash that was, yeah?
Turtle_Bot wrote: »@ZOS_Kevin Any chance we could get the Sorcerer class flourish to count as "Sorcerer damage", or have reverb adjusted to proc off Shock damage as well as Sorcerer damage (since Shock is supposed to be Sorcerers thematic element).Static Reverberation: This passive now triggers off Sorcerer ability damage, rather than any damage. Increased the base proc chance to 20%, up from 5%. Reduced the cooldown to 100ms, down from 300ms.
[Developer Comment]We're making a targeted approach here to correct some behaviors we've seen since this passive's introduction, where the optimal use of the previous iteration was to stack many non-Sorcerer attacks to trigger it as frequently as possible, introducing counter-intuitive design where the reward to playing your class is to use non-class abilities. To account for this restriction, we're trying to make sure building around it still is relatively as strong as it was before, so the base chances are higher, and can trigger more frequently when a target is near death. We'll keep an eye on this passive (especially in PvP) as this should help correct some of the more problematic use cases we've seen, but it may also introduce more devastation to where Sorcerers can already be quite powerful.
I also want to raise the issue of the adjustment to Reverbs Frequency. We used to have a faster frequency when the mastery was introduced in U50 (it was 0.2s), but it was quickly determined that Sorcerer in it's class kit cannot keep up with such a hyper fast frequency since the class doesn't have any targeted damage over time abilities or status effects within it's class kit and the only multi-hit ability was Bound Armaments that ticks at 0.25-0.3 seconds (or up to 3 times slower than this new 100ms frequency).
While on paper it seems like the frequency increase is a "buff" to this mastery, in practical terms, it does next to nothing because there is nothing in the class kit to make use of this change.
Keeping it at the current 300ms frequency, but allowing it to work with shock damage as well as Sorcerer damage (or just making the class flourish count as Sorcerer damage) would be a good middle ground, so it can be semi-generic (as long as the player is building directly into the classes element/theme), but not so completely generic as to create issues (like it was when stacking multiple DoTs all with their own durations, status effect procs that are also additional DoTs, and chances to proc it).
If needed, reducing the base chance from 20% down to 10% alongside reverting the frequency changes would be another way to balance it, if changing it to allow any Shock damage to count for it alongside Sorcerer damage would be too problematic.
Status effects and procs never proccd reverb to begin with.
Also if they allow generic Shock damage to proc it, they will have to lower the proc chance again.
Keep in mind with the current pts value you get a 50% chance to proc it on someone with 70% hp or less. That's pretty solid, and I think the new cd is more there to stop overlapping procs from multiple hits at the same time. But for example a curse/frag combo hitting at the same ish time will easily happen 100 ms apart for both to proc it.
I think we should give a chance to this current iteration, sorc already has too many generic masteries as is.
Turtle_Bot wrote: »@ZOS_Kevin Any chance we could get the Sorcerer class flourish to count as "Sorcerer damage", or have reverb adjusted to proc off Shock damage as well as Sorcerer damage (since Shock is supposed to be Sorcerers thematic element).Static Reverberation: This passive now triggers off Sorcerer ability damage, rather than any damage. Increased the base proc chance to 20%, up from 5%. Reduced the cooldown to 100ms, down from 300ms.
[Developer Comment]We're making a targeted approach here to correct some behaviors we've seen since this passive's introduction, where the optimal use of the previous iteration was to stack many non-Sorcerer attacks to trigger it as frequently as possible, introducing counter-intuitive design where the reward to playing your class is to use non-class abilities. To account for this restriction, we're trying to make sure building around it still is relatively as strong as it was before, so the base chances are higher, and can trigger more frequently when a target is near death. We'll keep an eye on this passive (especially in PvP) as this should help correct some of the more problematic use cases we've seen, but it may also introduce more devastation to where Sorcerers can already be quite powerful.
I also want to raise the issue of the adjustment to Reverbs Frequency. We used to have a faster frequency when the mastery was introduced in U50 (it was 0.2s), but it was quickly determined that Sorcerer in it's class kit cannot keep up with such a hyper fast frequency since the class doesn't have any targeted damage over time abilities or status effects within it's class kit and the only multi-hit ability was Bound Armaments that ticks at 0.25-0.3 seconds (or up to 3 times slower than this new 100ms frequency).
While on paper it seems like the frequency increase is a "buff" to this mastery, in practical terms, it does next to nothing because there is nothing in the class kit to make use of this change.
Keeping it at the current 300ms frequency, but allowing it to work with shock damage as well as Sorcerer damage (or just making the class flourish count as Sorcerer damage) would be a good middle ground, so it can be semi-generic (as long as the player is building directly into the classes element/theme), but not so completely generic as to create issues (like it was when stacking multiple DoTs all with their own durations, status effect procs that are also additional DoTs, and chances to proc it).
If needed, reducing the base chance from 20% down to 10% alongside reverting the frequency changes would be another way to balance it, if changing it to allow any Shock damage to count for it alongside Sorcerer damage would be too problematic.
o_Primate_o wrote: »When i read that they will fix Castle Thorn, I had to check online news if pigs gained the ability to fly.
Castle Thorn
Lady Thorn
Fixed: Batswarm's safe area could become visually desynched.
o_Primate_o wrote: »When i read that they will fix Castle Thorn, I had to check online news if pigs gained the ability to fly.
Castle Thorn
Lady Thorn
Fixed: Batswarm's safe area could become visually desynched.
o_Primate_o wrote: »When i read that they will fix Castle Thorn, I had to check online news if pigs gained the ability to fly.
Castle Thorn
Lady Thorn
Fixed: Batswarm's safe area could become visually desynched.
We’re getting closer to Stuck In Combat…
o_Primate_o wrote: »When i read that they will fix Castle Thorn, I had to check online news if pigs gained the ability to fly.
Castle Thorn
Lady Thorn
Fixed: Batswarm's safe area could become visually desynched.
We’re getting closer to Stuck In Combat…
Stuck-in-combat for the rest of eternity.
o_Primate_o wrote: »When i read that they will fix Castle Thorn, I had to check online news if pigs gained the ability to fly.
Castle Thorn
Lady Thorn
Fixed: Batswarm's safe area could become visually desynched.
We’re getting closer to Stuck In Combat…
Stuck-in-combat for the rest of eternity.