I disagree, Dragonknights have equal or better CC.Class abilities are not mirrored in design, theme or function. Just because one class has one ability does not mean another class or classes should feature something similar (ex: No class features the wealth and variety of CC as we sorcerers do)
Agreed.By design, the skill system encourages players to mix and match abilities and passives across all available skill lines. As such, sorcerers can be capable tanks, healers, dps' and everything in-between (with or without SA).
I disagree with this. Everything about the ability says that it was deliberately designed to take aggro. Zenimax saying otherwise does not convince me that this was the case. Regardless, just because an ability does something unintentional doesn't mean that it should be fixed if it's working and fulfilling a balanced role.The SA ability was never described to "taunt" or instagrab "agro" and it is feasible that the previous function was unintended or a bug
You don't need an ultimate that heals to have a useful ultimate as a healer. There are other factors which lend itself to a healer's role, which is keeping the group alive. Every other class has ultimates that can reduce the damage of nearby enemies, which fits this category and consequently also helps tanks.If classes should natively support each role... where are my beefy heals?
Greater Storm Atranoch
Summons an immobile storm atronach to targeted location for 25 seconds. Enemies in the area are stunned for 3 seconds and take 22 Shock Damage. An ally may activate the Charged Lightning synergy: Channeling causing the atronach to deal 150% additional damage for up to 5 seconds. The atranoch taunts its target.
New Effect: The atranoch will taunt its target.
Greater Storm Atranoch
Summons an immobile storm atronach to targeted location for 25 seconds. Enemies in the area are stunned for 3 seconds and take 22 Shock Damage. An ally may activate the Charged Lightning synergy: Channeling causing the atronach to deal 150% additional damage for up to 5 seconds. Nearby allies take X% less damage.
New Effect: Nearby allies take less damage
Healing Overload
Casting and receiving heals drains Ultimate. Increases healing done by X% and healing taken by Y%. Toggle to activate.
New Effect: Healing spells heal for more, increases healing taken
Weaken Soul
Deals X magic damage over Y seconds and reduces the target's damage by Z% while active.
New Effect: Reduces damage dealt by target.
Ice Comet
Deals 49 Cold Damage to target and 22 Cold Damage nearby enemies. All affected enemies are knocked back, snared 70%, and deal X% less damage for Z seconds.
New Effect: Deals frost damage and weakens enemies.
We actually don't know what the original intent was for this ability. Its description only highlights the damage capabilities, the stun (in addition to the added aoe for one morph and increased hp for the other). It is not described as a decoy or a glorified damage shield.
Maverick827 wrote: »I disagree, Dragonknights have equal or better CC.Class abilities are not mirrored in design, theme or function. Just because one class has one ability does not mean another class or classes should feature something similar (ex: No class features the wealth and variety of CC as we sorcerers do)Agreed.By design, the skill system encourages players to mix and match abilities and passives across all available skill lines. As such, sorcerers can be capable tanks, healers, dps' and everything in-between (with or without SA).I disagree with this. Everything about the ability says that it was deliberately designed to take aggro. Zenimax saying otherwise does not convince me that this was the case. Regardless, just because an ability does something unintentional doesn't mean that it should be fixed if it's working and fulfilling a balanced role.The SA ability was never described to "taunt" or instagrab "agro" and it is feasible that the previous function was unintended or a bugYou don't need an ultimate that heals to have a useful ultimate as a healer. There are other factors which lend itself to a healer's role, which is keeping the group alive. Every other class has ultimates that can reduce the damage of nearby enemies, which fits this category and consequently also helps tanks.If classes should natively support each role... where are my beefy heals?
All classes obviously have access to DPS ultimates, so I'm not going to list them. Worst case scenario there's always Soul Strike, Meteor, and Dawnbreaker.
Dragonknight
For Tanking, a Dragonknight could use either of the Dragonknight Standard morphs, as they both provide damage mitigation. They could also use either of the Magma Armor morphs for self and group mitigation.
For Healing, a Dragonknight could use either of the Magma Armor morphs. Since it's the healer's goal to keep the group alive, group mitigation is a suitable choice.
Templar
For Tanking, a Templar could use Empowering Sweep, either of the Nova morphs because they provide damage mitigation. They could also use either of the Rite of Passage morphs because healing aligns with the tank's goal of staying alive.
For Healing, a Templar could use either of the Nova morphs or either of the Rite of Passage morphs because, again, both healing and group damage mitigation fulfill the goal of a healer.
Nightblade
For Tanking, a Nightblade could use either of the Consuming Darkness morphs or the Soul Tether morph because damage mitigation and self-healing are the goals of a tank.
For Healing, a Nightblade could use either of the Consuming Darkness morphs or either of the Soul Tether morphs, because group damage mitigation and group healing are the goals of a healer.
Sorcorer
For Tanking, a Sorcorer has no options. Both Storm Atranoch morphs only provide damage. Both Overload morphs only provide damage. Bosses cannot be stunned and do not have dispel-able buffs, so Negate is useless as well (Negate can be very good on trash, however, stunning normal enemies for 10+ seconds). There are no options in other trees for tanking ultimates except for the PvP trees, and I find it unacceptable to force a PvEer to PvP, especially with how long the grind is to get to Rank 6 Support.
For Healing, a Sorcorer similarly has no useful ultimates.
@ZOS_GinaBruno , @ZOS_JessicaFolsom
This is the problem. Here are some solutions:
1. Change one of the Storm Atranoch morphs to taunt again:Greater Storm Atranoch
Summons an immobile storm atronach to targeted location for 25 seconds. Enemies in the area are stunned for 3 seconds and take 22 Shock Damage. An ally may activate the Charged Lightning synergy: Channeling causing the atronach to deal 150% additional damage for up to 5 seconds. The atranoch taunts its target.
New Effect: The atranoch will taunt its target.
2. Change one of the Storm Atranoch morphs to do less damage, but reduce the damage taken by the party by X% (the reduced damage dealt by the atronoch is implied with the atranoch's auto attacks, or the upfront damage could be reduced, it doesn't matter):Greater Storm Atranoch
Summons an immobile storm atronach to targeted location for 25 seconds. Enemies in the area are stunned for 3 seconds and take 22 Shock Damage. An ally may activate the Charged Lightning synergy: Channeling causing the atronach to deal 150% additional damage for up to 5 seconds. Nearby allies take X% less damage.
New Effect: Nearby allies take less damage
3. Change one of the other Sorcorer morphs to provide benefits a tank and/or healer might like. Perhaps Power Overload could be replaced with a form that increases healing taken and healing done, with each heal received and each heal cast draining ultimate:Healing Overload
Casting and receiving heals drains Ultimate. Increases healing done by X% and healing taken by Y%. Toggle to activate.
New Effect: Healing spells heal for more, increases healing taken
4. Change one of the Soul Strike morphs(and remove this morph's channel):Weaken Soul
Deals X magic damage over Y seconds and reduces the target's damage by Z% while active.
New Effect: Reduces damage dealt by target.
5. Change one of the guild morphs:Ice Comet
Deals 49 Cold Damage to target and 22 Cold Damage nearby enemies. All affected enemies are knocked back, snared 70%, and deal X% less damage for Z seconds.
New Effect: Deals frost damage and weakens enemies.
6. Add a brand new ultimate to the Undaunted line that helps tanks and healers. This one can be anything, no point in creating a mockup.
7. Allow us to have the choice of slotting normal abilities in the ultimate slot. At least then I could slot Structured Entropy and get 5% health.Maverick827 wrote: »I disagree, Dragonknights have equal or better CC.Class abilities are not mirrored in design, theme or function. Just because one class has one ability does not mean another class or classes should feature something similar (ex: No class features the wealth and variety of CC as we sorcerers do)Agreed.By design, the skill system encourages players to mix and match abilities and passives across all available skill lines. As such, sorcerers can be capable tanks, healers, dps' and everything in-between (with or without SA).I disagree with this. Everything about the ability says that it was deliberately designed to take aggro. Zenimax saying otherwise does not convince me that this was the case. Regardless, just because an ability does something unintentional doesn't mean that it should be fixed if it's working and fulfilling a balanced role.The SA ability was never described to "taunt" or instagrab "agro" and it is feasible that the previous function was unintended or a bugYou don't need an ultimate that heals to have a useful ultimate as a healer. There are other factors which lend itself to a healer's role, which is keeping the group alive. Every other class has ultimates that can reduce the damage of nearby enemies, which fits this category and consequently also helps tanks.If classes should natively support each role... where are my beefy heals?
All classes obviously have access to DPS ultimates, so I'm not going to list them. Worst case scenario there's always Soul Strike, Meteor, and Dawnbreaker.
Dragonknight
For Tanking, a Dragonknight could use either of the Dragonknight Standard morphs, as they both provide damage mitigation. They could also use either of the Magma Armor morphs for self and group mitigation.
For Healing, a Dragonknight could use either of the Magma Armor morphs. Since it's the healer's goal to keep the group alive, group mitigation is a suitable choice.
Templar
For Tanking, a Templar could use Empowering Sweep, either of the Nova morphs because they provide damage mitigation. They could also use either of the Rite of Passage morphs because healing aligns with the tank's goal of staying alive.
For Healing, a Templar could use either of the Nova morphs or either of the Rite of Passage morphs because, again, both healing and group damage mitigation fulfill the goal of a healer.
Nightblade
For Tanking, a Nightblade could use either of the Consuming Darkness morphs or the Soul Tether morph because damage mitigation and self-healing are the goals of a tank.
For Healing, a Nightblade could use either of the Consuming Darkness morphs or either of the Soul Tether morphs, because group damage mitigation and group healing are the goals of a healer.
Sorcorer
For Tanking, a Sorcorer has no options. Both Storm Atranoch morphs only provide damage. Both Overload morphs only provide damage. Bosses cannot be stunned and do not have dispel-able buffs, so Negate is useless as well (Negate can be very good on trash, however, stunning normal enemies for 10+ seconds). There are no options in other trees for tanking ultimates except for the PvP trees, and I find it unacceptable to force a PvEer to PvP, especially with how long the grind is to get to Rank 6 Support.
For Healing, a Sorcorer similarly has no useful ultimates.
@ZOS_GinaBruno , @ZOS_JessicaFolsom
This is the problem. Here are some solutions:
1. Change one of the Storm Atranoch morphs to taunt again:Greater Storm Atranoch
Summons an immobile storm atronach to targeted location for 25 seconds. Enemies in the area are stunned for 3 seconds and take 22 Shock Damage. An ally may activate the Charged Lightning synergy: Channeling causing the atronach to deal 150% additional damage for up to 5 seconds. The atranoch taunts its target.
New Effect: The atranoch will taunt its target.
2. Change one of the Storm Atranoch morphs to do less damage, but reduce the damage taken by the party by X% (the reduced damage dealt by the atronoch is implied with the atranoch's auto attacks, or the upfront damage could be reduced, it doesn't matter):Greater Storm Atranoch
Summons an immobile storm atronach to targeted location for 25 seconds. Enemies in the area are stunned for 3 seconds and take 22 Shock Damage. An ally may activate the Charged Lightning synergy: Channeling causing the atronach to deal 150% additional damage for up to 5 seconds. Nearby allies take X% less damage.
New Effect: Nearby allies take less damage
3. Change one of the other Sorcorer morphs to provide benefits a tank and/or healer might like. Perhaps Power Overload could be replaced with a form that increases healing taken and healing done, with each heal received and each heal cast draining ultimate:Healing Overload
Casting and receiving heals drains Ultimate. Increases healing done by X% and healing taken by Y%. Toggle to activate.
New Effect: Healing spells heal for more, increases healing taken
4. Change one of the Soul Strike morphs(and remove this morph's channel):Weaken Soul
Deals X magic damage over Y seconds and reduces the target's damage by Z% while active.
New Effect: Reduces damage dealt by target.
5. Change one of the guild morphs:Ice Comet
Deals 49 Cold Damage to target and 22 Cold Damage nearby enemies. All affected enemies are knocked back, snared 70%, and deal X% less damage for Z seconds.
New Effect: Deals frost damage and weakens enemies.
6. Add a brand new ultimate to the Undaunted line that helps tanks and healers. This one can be anything, no point in creating a mockup.
7. Allow us to have the choice of slotting normal abilities in the ultimate slot. At least then I could slot Structured Entropy and get 5% health.
Please keep this civil. Please don't put words in my mouth.The main strength of a sorcerer is that it is more or the less the only class that can maintain sustained high ranged dps. This is the classes niche. What you are basically saying is: I only want to play a sorcerer, so make it the best at every role. That is absurd.
Now we're just arguing in circles. What is intended, what isn't intended. Semantics.. language.. whatever. Design vision... whatever... blah! This discussion has gotten ridiculously circular due to some stubborn folk including myself.
Let's keep this discussion simple and to the point.
Prior to 1.3.3, SA had the ability to taunt and grab aggro. This made it function as a damage shield of sorts. It provided Sorcerers a way to handle (or mishandle depending on its use) aggro. It also provided utility for the solo player.
That taunt has been removed with seemingly no feedback as to why. It's removal is documented in the release notes - so it was removed intentionally.
Having now just played with this ability. I gotta say. Its pretty awesome and kind of cool to watch in action. It can still taunt... though it has a difficult time holding it. You would have to open a fight with it in order to capture the removed "taunt".
I would almost say, if they wanted to make this function as a "decoy" of sorts, they would probably have to remove the damage on it or at least lower it significantly.
Why? All other 200 cost ultimate does similar damage, if not more, plus damage mitigation to the player. Why should SA be worse?
nicholaspingasb16_ESO wrote: »Yeah, they goofed on this one. A good choice for dungeons, but a bad choice for solo players.
gladen5rwb17_ESO wrote: »Remove the taunt, then let the Atronaut move. What is the point of no taunt if the mob/s run directly towards the Sorcerer. Now they have to move to the pet in order for it to do it's job.
Why? All other 200 cost ultimate does similar damage, if not more, plus damage mitigation to the player. Why should SA be worse?
Maverick827 wrote: »Please keep this civil. Please don't put words in my mouth.The main strength of a sorcerer is that it is more or the less the only class that can maintain sustained high ranged dps. This is the classes niche. What you are basically saying is: I only want to play a sorcerer, so make it the best at every role. That is absurd.
Every class should be supported in every role. I am not asking for Sorcerers to be the best tank. If I were, I'd have to be asking for a lot more, considering they have almost no good taking abilities compared to Green Dragon Blood, Siphoning Strikes, Ash Cloud, Summon Shade, Sun Shield, Blinding Light, etc. I am asking for one useful tanking ultimate available outside of PvP, like every other class gets.
Energy Overload
Light and Heavy Attacks are replaced with empowered versions that drain Ultimate and with damage increased by 9% that also restore X Magicka and Stamina. Empowered Light Attacks hit for 27 Shock Damage and empowered Heavy Attacks hit for 16 Shock Damage. Toggle to activate.
New Effect:
Light and heavy attacks restore magicka and stamina
Maverick827 wrote: »Please keep this civil. Please don't put words in my mouth.The main strength of a sorcerer is that it is more or the less the only class that can maintain sustained high ranged dps. This is the classes niche. What you are basically saying is: I only want to play a sorcerer, so make it the best at every role. That is absurd.
Every class should be supported in every role. I am not asking for Sorcerers to be the best tank. If I were, I'd have to be asking for a lot more, considering they have almost no good taking abilities compared to Green Dragon Blood, Siphoning Strikes, Ash Cloud, Summon Shade, Sun Shield, Blinding Light, etc. I am asking for one useful tanking ultimate available outside of PvP, like every other class gets.
>>>"Every class should be supported in every role."<<<<????????????????
This. I am not convinced. TESO hasn't been able to do the everyone-can-be-everything thing right as yet.
No matter how noble was the vision. It seems obvious there continues to be a major struggle in balance, despite a lot of suggestions, ideas etc by players, some of whom are quite knowlegeable about the industry -- presumably ZOS has the professionals at hand who DO know how to remedy this.
Why isn't it being done, or when will it be done is the only real question.
Persephonius wrote: »Maverick827 wrote: »Please keep this civil. Please don't put words in my mouth.The main strength of a sorcerer is that it is more or the less the only class that can maintain sustained high ranged dps. This is the classes niche. What you are basically saying is: I only want to play a sorcerer, so make it the best at every role. That is absurd.
Every class should be supported in every role. I am not asking for Sorcerers to be the best tank. If I were, I'd have to be asking for a lot more, considering they have almost no good taking abilities compared to Green Dragon Blood, Siphoning Strikes, Ash Cloud, Summon Shade, Sun Shield, Blinding Light, etc. I am asking for one useful tanking ultimate available outside of PvP, like every other class gets.
>>>"Every class should be supported in every role."<<<<????????????????
This. I am not convinced. TESO hasn't been able to do the everyone-can-be-everything thing right as yet.
No matter how noble was the vision. It seems obvious there continues to be a major struggle in balance, despite a lot of suggestions, ideas etc by players, some of whom are quite knowlegeable about the industry -- presumably ZOS has the professionals at hand who DO know how to remedy this.
Why isn't it being done, or when will it be done is the only real question.
I think there is a miss-interpretation here. This vision was that every class CAN be any role. And that is exactly how it is. And they have made certain classes favor certain roles more than others, which is the whole point of having classes to begin with. If you gave every class a true equality in every role, that would be a serious mistake. It would make the game dreadfully boring. Having class effectiveness vary per role adds a dynamic to both PvP and PvE, enabling player influence in creating better groups and strategies, and achieving a higher level of versatility in PvP.
Persephonius wrote: »Maverick827 wrote: »Please keep this civil. Please don't put words in my mouth.The main strength of a sorcerer is that it is more or the less the only class that can maintain sustained high ranged dps. This is the classes niche. What you are basically saying is: I only want to play a sorcerer, so make it the best at every role. That is absurd.
Every class should be supported in every role. I am not asking for Sorcerers to be the best tank. If I were, I'd have to be asking for a lot more, considering they have almost no good taking abilities compared to Green Dragon Blood, Siphoning Strikes, Ash Cloud, Summon Shade, Sun Shield, Blinding Light, etc. I am asking for one useful tanking ultimate available outside of PvP, like every other class gets.
>>>"Every class should be supported in every role."<<<<????????????????
This. I am not convinced. TESO hasn't been able to do the everyone-can-be-everything thing right as yet.
No matter how noble was the vision. It seems obvious there continues to be a major struggle in balance, despite a lot of suggestions, ideas etc by players, some of whom are quite knowlegeable about the industry -- presumably ZOS has the professionals at hand who DO know how to remedy this.
Why isn't it being done, or when will it be done is the only real question.
I think there is a miss-interpretation here. This vision was that every class CAN be any role. And that is exactly how it is. And they have made certain classes favor certain roles more than others, which is the whole point of having classes to begin with. If you gave every class a true equality in every role, that would be a serious mistake. It would make the game dreadfully boring. Having class effectiveness vary per role adds a dynamic to both PvP and PvE, enabling player influence in creating better groups and strategies, and achieving a higher level of versatility in PvP.
Right now "And they have made certain classes favor certain roles more than others," basically has made certain classes HAVE THE BEST CHANCE OF FAVORING CERTAIN ROLES, specifically Magicka ones. Comeon - you cannot argue this with all the data provided since Beta in TESO.
I agree that classes should not be 100% mirrors, but not having access to any ultimate at all that is even remotely tanking-oriented is unacceptable in my opinion. Other classes have multiple choices; Sorcorers should at least have one.Persephonius wrote: »Maverick827 wrote: »Please keep this civil. Please don't put words in my mouth.The main strength of a sorcerer is that it is more or the less the only class that can maintain sustained high ranged dps. This is the classes niche. What you are basically saying is: I only want to play a sorcerer, so make it the best at every role. That is absurd.
Every class should be supported in every role. I am not asking for Sorcerers to be the best tank. If I were, I'd have to be asking for a lot more, considering they have almost no good taking abilities compared to Green Dragon Blood, Siphoning Strikes, Ash Cloud, Summon Shade, Sun Shield, Blinding Light, etc. I am asking for one useful tanking ultimate available outside of PvP, like every other class gets.
>>>"Every class should be supported in every role."<<<<????????????????
This. I am not convinced. TESO hasn't been able to do the everyone-can-be-everything thing right as yet.
No matter how noble was the vision. It seems obvious there continues to be a major struggle in balance, despite a lot of suggestions, ideas etc by players, some of whom are quite knowlegeable about the industry -- presumably ZOS has the professionals at hand who DO know how to remedy this.
Why isn't it being done, or when will it be done is the only real question.
I think there is a miss-interpretation here. This vision was that every class CAN be any role. And that is exactly how it is. And they have made certain classes favor certain roles more than others, which is the whole point of having classes to begin with. If you gave every class a true equality in every role, that would be a serious mistake. It would make the game dreadfully boring. Having class effectiveness vary per role adds a dynamic to both PvP and PvE, enabling player influence in creating better groups and strategies, and achieving a higher level of versatility in PvP.
Kvasir Silverpaw wrote: »Sorc is supposed to be a "glass cannon", How the hell can any pet/summoned thing of a Sorc not taunt. Another nerf to placate people instead of just making nightblades better.
Dont change the game for the small % chance you are in a battle with "multiple SA". I bet this accounts for 1% or less of total encounters so poo poo on that excuse.
NB can already do alot better solo against CC immune bosses in public dungeons and overland bosses with the help of Shadow Cloak which doesn't require ultimate to sustain. If the argument was unfairness towards non-Sorcerers incapability to tackle these mobs then by all rights should Shadow Cloak suffer the same fate in "fairness". I'm not complaining though, I currently play a NB and left my Sorcerer behind.
Kvasir Silverpaw wrote: »By just changing it , its a clear nerf. Done to placate other classes and people. If not a nerf then make it a damn change, like ok , no taunt but increased dps, or leave the taunt in and decrease the dps ..that woulda been the smart thing. but nerfing sorc outright makes other classes seem better ..so nice move zos again to pander.
And as others have pointed out, this is not how the game was marketed, and overall this seems unfair as every other class has skills for damage, healing, and tanking.Maverick... As others have pointed out, sorcs are not designed to innately be tanks. Once again, by using other skill lines per the games design, you have plenty of tanky abilities.
Healer sorcs rely even less on their native ability sets. That is the design. That is okay.
Maverick827 wrote: »And as others have pointed out, this is not how the game was marketed, and overall this seems unfair as every other class has skills for damage, healing, and tanking.Maverick... As others have pointed out, sorcs are not designed to innately be tanks. Once again, by using other skill lines per the games design, you have plenty of tanky abilities.
Healer sorcs rely even less on their native ability sets. That is the design. That is okay.