grumlins
Item 2 - Entering the Map by falling off a Platform
- Is your team behind in a deathmatch? Well get ****ed, now you all have to be CC'd for 1.5 seconds when re-entering the fight because, after respawning, you have to enter the map by falling off a platform. And while falling, the enemies can hit you with abilities, but you can't do anything about it.
Genuinely embarrassing game design.


WhiteCoatSyndrome wrote: »Can someone explain to me why the Prowler Amulet - claimed to be associated with a Khajiiti thief god unless I’m misremembering - has a gem of Phynaster? 🤨
I didn't know where to post this topic in the forum categories, so I decided to post it here.
SORCERER REWORK
In anticipation of changes to the Sorcerer class, I would like to see Zos focus more on Lightning and Dark Magic, rather than Daedric Summoning.
I would replace the Daedra line with another school of magic as an alternative, it could be Alteration.
If you look at the class description, where it draws its power from, it's more like a Warlock than a Sorcerer.
Actually, as a sorcerer main, I would gladly give up the Daedric Summoning line for a new class that would be exclusively associated with Daedra.
@ZOS_Kevin @ZOS_Amy
Yes, of course... Dark magic and summoning make up two-thirds of the class. Now they're going to remove everything and start from scratch, just because "IviRo" wants it that way.
Sorcerer is NOT the same as Mage. If you want to play a MAGE, there's the Destruction Staff skill line for you - you can use a combination of a Fire/Frost staff and a Sorcerer's Lightning tree.
Lmao, I want them to remove the three pets from this class and replace those skills with ones that are more suitable for it, and create a separate system for the pets.
Many people have spoken out about the pets, and they’ve even described them in detail here.
I haven’t said a word about removing Dark Magic.
1. Why on earth should the Daedric Summoning skill line be removed from Sorcerer and put into a separate skill line for everyone?
I think people like you are confusing the concepts and forgetting that a sorcerer is NOT the same as a mage. I've already written about this above.
You're suggesting replacing summoning with something else—alteration or another element—while still keeping the dark magic skill line. That doesn't make any sense, because what do dark magic and, let´s say, fire magic have to do with each other?
Okay, let's forget about the other element. You mentioned Alteration.
Alteration spells include lockpicking, underwater breathing, shields, etc. How is that supposed to help the class?
If you really want the Alteration skill line, it's definitely worth adding as an additional skill line to the "World" tab.
2. I'd rather remove the Lightning tree from Sorcerer and replace it with Mysticism, focusing on spells like dispel, spell absorption, spell reflection, and soul trap.
I'll say it again - if you want to play a "Mage", you have carte blanche in the form of the entire skill line of the Destruction Staff, where you have a set of spells from different schools.
I propose the following:
Remove the Lightning skill line from Sorcerer and give it to Warden.
Sorcerer will have three skill lines:
Dark Magic – the main damage skill line, with a spammable ability in the form of Crystal Shard and some AoE spells too and debuff kit;
Conjuration – a defensive/offensive skill line featuring armor and weapon summoning, similar to TES4 Oblivion, and summoning pets with a set of abilities to enhance them (like Daedric Prey);
Mysticism – a support skill line featuring shields, healing, and so on.
THIS IS WHAT SORCERER IS REALLY ABOUT.
NxJoeyD