Back in the day we had Mag Sorcs spamming overload constantly. You want to get whipped or eat a dozen overloads every 5 minutes?
ADawg
ZOS_GinaBruno wrote: »
Touching on Necromancer first, we’ve seen folks looking for clarification on what the issue was with Malevolent Promise in PvP. The reason behind this change was specifically when it was paired with Corpseburster, it was doing insane damage in PvP – far higher than is fair, […]
Not trying to sound disrespectful but corro DKs are currently hitting in excess of 30k whips so define “fair”?
ZOS: We still have nightmares of the old Harmony + Grave Robber Necros, but instead of reworking Malevolent Promise into something else we are just going to disable it for PvP. We may or may not change it in the future, have fun!!!
Being the only Class(afaik) with the privilege of having a passive that does nothing on 1 game mode isn't really making me hopeful for the rework.
ZOS_Erin
















You mentioned not understanding why Sorcerer is said to be weak, and mentioned that its DPS was so high the first week.
I am quite sure the main complain people have about Sorcerer is its lack of group utility and cleave damage. Its damage having been the highest against parse dummies never had any real value to it, as Sorcerer doesn't offer the dearly needed cleave damage nowadays and also nothing unique to groups in general.
All Sorcerer offered anymore was Major Berserk through the Atronach; which Dragonknight received as a class mastery and does better than the Atronach. And the 6% spell damage from Calculated Defense or the recovery from Sphere of Influence don't do much to solve this when other classes already have more group utility to begin with, and get it boosted tremendously by their class masteries.
This is why Sorcerer is said to be weak; not because of some single target dummy during week 1. People have explained this at length in all of the feedback threads, so there is no way anyone can say they do not understand why this is being said.
acanca
It's not at all as complicated as you're making it sound:What the experience level of players was supposed to be. It was all kept very vague.
How would you have defined it then, to be less vague? Did you want them to list a CP number? That doesn't mean anything and doesn't really matter. Did you want them to list gear or build? There are so many different options--I solo a few trash packs every day for the daily Blood on the Sands gold box on my alt accounts with pureclass magblade wearing False God and Sorrow (hardly what you'd call meta) because I never bothered to update my overland setup since 2019 (with Pale Order being the only "new"-ish gear that I use).
I mean, what else are you supposed to call it except "experienced"? I've played the game long enough to see the heavy attacks that I need to dodge (without addons, believe it or not). I've played the game long enough to know the importance of having plenty of self-healing. That's "experienced".
It's vague because how can it be anything else? There are so many factors that go into whether or not you can succeed solo that all you can really say is, "it's not recommended, but if you're good enough, it's not impossible" which is 100% correct.
And if people are not sure about whether or not their level of experience meets the bar, there's only one way to find out: give it a try and see what happens. If it works, congrats, and if it doesn't, then follow the advice and find people to help you.