^ This.rophez_ESO wrote: »My orc sorc wearing medium and stacking buffs/sets to hit 290+ weapon damage would prefer they not make crit surge spell damage only. Also, it works pretty nicely with crit charge (2 handed ability) to provide a consistent heal. Just saying.
@DymenceTurn daedric curse into a DoT that isn't limited to 1 per target for the entire raid, and I'll be happy.
@Dazin93Uhm, i dunno about you but with a sorc, use critical surge for self heals and just keep doing dmg and you are baseicly invinsble...
Well, that is if you know how to play your class.
And with at good build, most commonly know as the dps build, crushing shock, you can put out 1k dps ~~ So the dps isnt all bad.
First, you obviously don't pvp much or you would know crit surge is extremely unreliable as a heal when fighting others players as most of them stack impenetrable on their armor. Moral of the story, think before you try to call other players out.
The other two class ultimates quite frankly aren't worth slotting if you are serious about your dps or serious about supporting your group.
Blood magic passive also needs a boost.
Mines take too long to set and the magicka cost is atrocious.
Overload is a cool idea but fails as the best part of it (having a third skill bar) is mostly useless as most sorc skills aren't worth slotting. Additionally, an ultimate should never be reflectable.
I hope they don't. The other 3 Classes will have to stack Spell Damage for the FOTM Crushing Shock build once the change happens, why should Sorcs be any different (PvE content). And to someone else's comment above saying sorcs were designed as the only Caster Class your wrong. ZoS designed Sorcs to be 2H wielding monsters, which they are, and Crit Surge goes hand in hand with that since they are in melee taking more damage than ranged. Maybe Sorcs should be running Deltia's 2H build with 90%+ Crit up with only a 1 second DT (pot chugging) doing 1200+ DPS while self healing for an insane amount.Finally, I hope the changes to Spell Power are going to take into account that Critical Surge + D-staff skills are the only thing currently keeping sorc out of the trash heap. If we lose that synergy, we're in a lot of trouble
rophez_ESO wrote: »My orc sorc wearing medium and stacking buffs/sets to hit 290+ weapon damage would prefer they not make crit surge spell damage only. Also, it works pretty nicely with crit charge (2 handed ability) to provide a consistent heal. Just saying.
I don't think Crit Surge should bypass Impenetrable. That would be a bit unfair imo and take away the reason for using Impen at all.
Instead I think Impenetrable should reduce Critical Strike Damage rather than Critical Strike Chance. So you'd still crit, it just wouldn't hurt very much.
That would mean they still get the defensive benefit without removing all of the Sorcs healing.
Ive been saying this for....Idk...8 months now..
Impen makes entire builds worthless AND completely removes the viability of a class defining skill. ZoS should be embarrassed they have let this go for so long.
@ZOS_GinaBruno @zos_PaulSage @zos_MattFiror @ZOS_BrianWheeler
The first time I saw this armor;
It got me so mad. It's downright insulting to sorcs. And quite frankly, it's like they are parading their terrible design choices as if they are proud.
rophez_ESO wrote: »My orc sorc wearing medium and stacking buffs/sets to hit 290+ weapon damage would prefer they not make crit surge spell damage only. Also, it works pretty nicely with crit charge (2 handed ability) to provide a consistent heal. Just saying.
rophez_ESO wrote: »My orc sorc wearing medium and stacking buffs/sets to hit 290+ weapon damage would prefer they not make crit surge spell damage only. Also, it works pretty nicely with crit charge (2 handed ability) to provide a consistent heal. Just saying.
You can´t crit on block or on shields. That + Impen and i garantee you never crit a competent player in pvp with your notsocritical-charge.
So no heals for you
rophez_ESO wrote: »rophez_ESO wrote: »My orc sorc wearing medium and stacking buffs/sets to hit 290+ weapon damage would prefer they not make crit surge spell damage only. Also, it works pretty nicely with crit charge (2 handed ability) to provide a consistent heal. Just saying.
You can´t crit on block or on shields. That + Impen and i garantee you never crit a competent player in pvp with your notsocritical-charge.
So no heals for you
Lots and lots of ways to get perma blockers to let go of that button, but you're right, sometimes I run up against someone that just wants to sit there and turtle. I just leave them there.
Anyway, I'm not saying I don't want sorcs to have another option to heal, or for impenetrable to work differently; I was just pointing out one way that you can get a pretty consistent heal off with crit surge. If you are in a a melee with multiple enemies, it's pretty easy to spot someone without a block up and hit that charge to get your heal.
rophez_ESO wrote: »rophez_ESO wrote: »My orc sorc wearing medium and stacking buffs/sets to hit 290+ weapon damage would prefer they not make crit surge spell damage only. Also, it works pretty nicely with crit charge (2 handed ability) to provide a consistent heal. Just saying.
You can´t crit on block or on shields. That + Impen and i garantee you never crit a competent player in pvp with your notsocritical-charge.
So no heals for you
Lots and lots of ways to get perma blockers to let go of that button, but you're right, sometimes I run up against someone that just wants to sit there and turtle. I just leave them there.
Anyway, I'm not saying I don't want sorcs to have another option to heal, or for impenetrable to work differently; I was just pointing out one way that you can get a pretty consistent heal off with crit surge. If you are in a a melee with multiple enemies, it's pretty easy to spot someone without a block up and hit that charge to get your heal.
I think you are giving this way to much credit in PVP. Yes, spamming it into a crowd will result in a heal a lot of the time, but small group (or a large group that knows what you are doing) it fails miserably in my experience compared to mag sorc builds where resto skills/ward/streak can be spammed much more.
Not only can it be countered by blocking, but if the opponent (ie mag sorc) has a shield up and keeps it up, no heals will flow and death soon follows.
Merlin13KAGL wrote: »@DymenceTurn daedric curse into a DoT that isn't limited to 1 per target for the entire raid, and I'll be happy.
Current damage is okay. Not great, but ok.
One curse active at a time is ok...per target. It's a curse. No reason why it should not be able to be applied to multiple targets, with another cast (yours, or someone else's) overwriting.
One curse active period, ridiculous.@Dazin93Uhm, i dunno about you but with a sorc, use critical surge for self heals and just keep doing dmg and you are baseicly invinsble...
Well, that is if you know how to play your class.
And with at good build, most commonly know as the dps build, crushing shock, you can put out 1k dps ~~ So the dps isnt all bad.
First, you obviously don't pvp much or you would know crit surge is extremely unreliable as a heal when fighting others players as most of them stack impenetrable on their armor. Moral of the story, think before you try to call other players out.
The other two class ultimates quite frankly aren't worth slotting if you are serious about your dps or serious about supporting your group.
Crit Surge is not consistent, PVE also, as I assume it only registers the damage and the heals periodically, not as they happen. One timing hiccup with this (whether user related or latency) and it's not hard to end up dying when you know you're dishing out the damage.
The other Ult's do have there place, situationally.Blood magic passive also needs a boost.
Mines take too long to set and the magicka cost is atrocious.
Overload is a cool idea but fails as the best part of it (having a third skill bar) is mostly useless as most sorc skills aren't worth slotting. Additionally, an ultimate should never be reflectable.
Blood magic isn't bad, but it should be a per-target thing, not a per cast. Encase 6 people, there's a 30% heal. Granted, it may actually need to be adjusted down, or be given a cooldown for same target re-cast, but it would be more effective this way.
Also, less of the "this target too powerful for any effect" nonsense.
Reduced effect, fine. No effect, not unless you're Trials boss or a Major Storm Atronach, or a Daedric Prince.
Mines actually give the best damage/magicka (not DPS/magicka) of any skill out there is something triggers all 5, it's second only to Crystal Frags. (Again, damage/cost, not DPS/cost ~ put the pitchforks down.)
Ult's not reflectable, gotta disagree if they're projectiles (Light Overload), but infinitely reflectable, no. Reflect one, get diminishing returns on mitigating those that follow, or have it suck the stamina right out of you vice the health.I hope they don't. The other 3 Classes will have to stack Spell Damage for the FOTM Crushing Shock build once the change happens, why should Sorcs be any different (PvE content). And to someone else's comment above saying sorcs were designed as the only Caster Class your wrong. ZoS designed Sorcs to be 2H wielding monsters, which they are, and Crit Surge goes hand in hand with that since they are in melee taking more damage than ranged. Maybe Sorcs should be running Deltia's 2H build with 90%+ Crit up with only a 1 second DT (pot chugging) doing 1200+ DPS while self healing for an insane amount.Finally, I hope the changes to Spell Power are going to take into account that Critical Surge + D-staff skills are the only thing currently keeping sorc out of the trash heap. If we lose that synergy, we're in a lot of trouble
@Delindsay , agree and disagree.
Sorc's should be casters, first and foremost.
The fact that CS is the end-all-be-all combination that puts out the most damage in many build screams imbalance.
As a Sorc, the weapon should be secondary. Your damage should come from the raw arcane energy you weave and shape into the form that it ultimately takes.
Beyond that, @NordJitsu and all others, here's my 3g:
Negate should have no cap. If you're in it, you're in it.
Encase should return multiple blood magic benefits if you are hitting multiple targets. 100% resistance should be rare, at best, and limited at most.
Cut the time effect in half, the snare in half...not effect at all makes the spell useless in certain fights.
Rune Prison, Curse, Mines, and Rune (MG) should not be single cast. If you have the resources for it, cast away.
None of these specify there can only be one active at a time (Curse being the exception, see above).
- Curse: One active at a time, regardless who casts. Again, this is fine, but should be one active per target. Anyone casts over it, fine. No reason why it should be one only, period.
- Rune Prison: Should be able to cast on multiple targets without overwriting your last cast (assuming timing hasn't run out.) Sometimes it works this way, sometimes it doesn't. Single target period version, again worthless. (A one person crowd, does not a crowd make.) (And for PvP, no CC break - you're stunned - you know, like I am when a NB sneak attacks me.)
- Mines: 'spensive, yes. Effective? If it wasn't so 'spensive and could be laid down multiple times if you have the resources for it, absolutely.
- Volc Rune: same deal. Got the magicka for it, drop as many as you like.
Next, remove Pets from the Sorc line.
Add familiars to the Sorc line. Real casters don't summon pets.
(Ahem...)
On that note, make the familiars scale with you. Twilight, you know, the one that's higher on the casting tree has half the HP as the volatile/clanfear...
Make toggles toggles. You spent the substantial resources to cast it, it already sucks away 5%-10% of your magicka pool. Until it dies or you cast again (to dissipate), it should stay there. No more of this two slot bs.
Add a healing line, complete with (proper) burst heals. Doesn't have to be the divine line that the templars have, and it shouldn't be. But, it shouldn't rely on a weapon and it should be stronger than the relies-on-a-weapon variety currently is.
On that note, ("Sorcs shouldn't get a fourth skill line, no on else does.")
- Yes they should.
- So should everyone else.
- Give everyone access to four class skill lines....(wait for it), allow them to pick only three.
Make Surge affect spell damage, or give it the morph option to affect one vs the other.
Make innately magic weapons (cough...staves) base off spell damage.
Give innately magic weapons (translated otherwise useless as melee, translated again staves, translated a third time as big stick) some melee options.
(Put a broomstick in my hands, betcha I can do more than just bash with it.)
Remove the heavy reliance on the weapon type (period) for damage... (See crushing shock reliance above)
With that, allow us to specialize in an element. Any element should be able to have stun/knockback/disorient capabilities. Any element should be able to have increased chance of crit/effect/resource return, whatever...
...if you specialize in it.
Every element should have its counter element. Resistance to one should make you weaker to the other, by default. Dunmer should get cold spells (no magic pun intended.). Nord should get hot flashes. Vamps should get increased cold resistance.
Right now, Fire gets the knockback. Fire gets the increased Crit chance. Fire gets the 10% higher damage on heavy attack.
Fire, fire, fire. There should be Cyromancers, Stormcallers, you name it.
It should take more than a quick look and a roll of the dice to know what someone is likely dishing out.
We're casters... Let us cast.
Ok...now break out your torches, your pitchforks, or your freshly baked pies (to eat, not throw...) as you see fit.
EDIT: One last thing with Rune Prison, it shouldn't break so easily.
Right now if you speak the the enemy harshly, it dissipates.
Oh I'm not making the argument that Sorcs should or shouldn't be a "Caster" type Class just pointing out ZoS's original design FOR Sorcs was around 2H. I'm all for Sorcs getting a decent DoT like some have mentioned, and an good utility Ultimate besides Negate, and fixes to the Pets, etc. I think many are making too much of what 1.6 might be bringing to Class rebalances. But this happens in EVERY MMO, for EVERY major patch. Everyone screams that the game is ending and all the Classes will be worthless, etc, and then said patch comes out and it's actually not too bad after all.Merlin13KAGL wrote: »@Delindsay , agree and disagree.
Sorc's should be casters, first and foremost.
The fact that CS is the end-all-be-all combination that puts out the most damage in many build screams imbalance.
As a Sorc, the weapon should be secondary. Your damage should come from the raw arcane energy you weave and shape into the form that it ultimately takes.
Merlin13KAGL wrote: »@DymenceTurn daedric curse into a DoT that isn't limited to 1 per target for the entire raid, and I'll be happy.
Current damage is okay. Not great, but ok.
One curse active at a time is ok...per target. It's a curse. No reason why it should not be able to be applied to multiple targets, with another cast (yours, or someone else's) overwriting.
One curse active period, ridiculous.
So I know 1.6 is going to bring a lot balance changes, and this is very preemptive, but I thought we could get a discussion going about ideas on how to fix Sorcerers with the hope that ZOS may be able to consider our ideas going forward.
It seems to be almost universally acknowledged now that Sorcs are the weakest class, both in PvP and PvE. People say the only reason people bring Sorcs for Trials is for Negate Magic, since they get out DPS'ed by NBs and DKs and Templars are better healers. PvP is pretty much the same and it takes more skill to be good as a Sorc than any other class.
Now, my experiences are clearly subjective and my ideas are just that, my ideas.
So I'd really like to get a discussion going here and see what other people think the problems the Sorcerer has are.
First, a quick recap of the significant changes that have been made to Sorcerer since launch:
-decreased AoE cap on Streak.
-Removed Taunt from Storm Atronoch.
-Made Familiar get affected by Fighters Guild abilities.
-Added AoE cap to Negate Magic
-Increased damage on Crystal Blast (presumably to encourage someone to actually use this morph.)
-Removed armor/spell-resistances bonuses to Dark Deal but made it mobile.
-Made pets semi-functional (they can sneak, you can give them targets)
-Increased cost and light attack damage for Overload.
-Bolt Escape now costs 50% more if cast within 4 secs of a previous cast (actually more like ~75% due to the way it's calculate.)
-Bolt Escape cannot be used while carrying a scroll.
-Bolt Escape cuts magicka regeneration in half for 4 seconds after use.
Diagnosis
Sorcs primary problem is a lack of survivability. They have the worst self healing options in the game and generally poor defensive skills (exception is Lightning Form.) They used to be able to at least disengage from a fight, but repeated nerfs to BE have made that extremely unreliable.
Another problem that the Sorcerer has is a lack of variability. There really are only a few ways to build a good sorc which is why they come off so samey. Almost an entire line (Daedric Summoning) is worthless. Bound Amor takes up too much magicka, too many skill slots, and doesn't offer enough benefit. Pets don't do enough DPS, die too quickly, and don't offer much utility (except the Twilight Matriarch which still suffers from the other two problems.) There are other bad skills as well.
Lightning Splash is very hard to hit with and thus the damage is underwhelming (people just walk out.) Rune prison is far too easily broken.
The result is a class that is 3rd best in damage, 3rd best in healing, and 4th in tanking.
Suggestions
Bolt Escape: It would be great to see this skill restored in some way. Mobility is integral to this class and I actually think it was cool and fun that it's survivability was based on escaping rather than healing (class differentiation is good.) I can't see ZOS fully restoring it because the QQ was so strong before (though it seems with the buffs the NB and stamina people find it much easier to counter). At least I'd like to see the subsequent use penalties removed (since they feel like cool downs and violate the principal of using your skills when you want to.) So no more magicka regen penalty and no more cost increases on subsequent casts. Maybe increase the base cost to compensate but remove the virtual cool downs.
Dark Deal: Making this skill mobile was a nice step. But have you noticed few pick this morph, still? That's because for the increased stamina cost, mobility isn't enough. The armor and spell resistance buffs while channeling should be restored, at lower values than before, but brought back to make this worth picking. I also think all the versions of this skill could use a slight stamina cost reduction.
Pets: Why can't ZOS get this right? Back in beta when they only cost one ability slot their weakness wasn't so egregious. Now that they cost two they're almost worthless outside of solo questing. Since I can't see them reducing the ability back to one slot, they need buffs. The twilight matriarch should heal for more. The volatile familiar needs a slight damage buff to make it useful rather than just funny. The clanfear needs something to make it useful in pvp such as a tail swipe knock back, like the enemy clanfear have in pve. All of the pets need some form of survivability boost, such as greater armor/spell-resist or perhaps just AoE resistance to prevent the from getting eaten up so quickly in dungeons and group PvP. An overall DPS increase couldn't hurt, but an increase in survivability is the most important thing. No matter how hard pets hit, they are going to be useless so long as they die so easily.
Lightning Pool: The damage is fine. What This skill needs are ways to make sure it actually hits. I'd recommend either increasing the radius dramatically or adding a stun on first hit ala spear shards.
Rune prison: what this skill needs is some type of damage allowance so the effect isn't broken accidentally by AOE. Not a very high one, but even 50 points would go a long way.
Bound armor: I am hoping that the changes to armor in 1.6 Will make this skill actually useful. It suffers from the same problem as pets because it requires double the skill slots to be used effectively. Basically it just needs to be worth more, perhaps a greater armor value.
Finally, I hope the changes to Spell Power are going to take into account that Critical Surge + D-staff skills are the only thing currently keeping sorc out of the trash heap. If we lose that synergy, we're in a lot of trouble
brandon.2023b14_ESO wrote: »So I know 1.6 is going to bring a lot balance changes, and this is very preemptive, but I thought we could get a discussion going about ideas on how to fix Sorcerers with the hope that ZOS may be able to consider our ideas going forward.
It seems to be almost universally acknowledged now that Sorcs are the weakest class, both in PvP and PvE. People say the only reason people bring Sorcs for Trials is for Negate Magic, since they get out DPS'ed by NBs and DKs and Templars are better healers. PvP is pretty much the same and it takes more skill to be good as a Sorc than any other class.
Now, my experiences are clearly subjective and my ideas are just that, my ideas.
So I'd really like to get a discussion going here and see what other people think the problems the Sorcerer has are.
First, a quick recap of the significant changes that have been made to Sorcerer since launch:
-decreased AoE cap on Streak.
-Removed Taunt from Storm Atronoch.
-Made Familiar get affected by Fighters Guild abilities.
-Added AoE cap to Negate Magic
-Increased damage on Crystal Blast (presumably to encourage someone to actually use this morph.)
-Removed armor/spell-resistances bonuses to Dark Deal but made it mobile.
-Made pets semi-functional (they can sneak, you can give them targets)
-Increased cost and light attack damage for Overload.
-Bolt Escape now costs 50% more if cast within 4 secs of a previous cast (actually more like ~75% due to the way it's calculate.)
-Bolt Escape cannot be used while carrying a scroll.
-Bolt Escape cuts magicka regeneration in half for 4 seconds after use.
Diagnosis
Sorcs primary problem is a lack of survivability. They have the worst self healing options in the game and generally poor defensive skills (exception is Lightning Form.) They used to be able to at least disengage from a fight, but repeated nerfs to BE have made that extremely unreliable.
Another problem that the Sorcerer has is a lack of variability. There really are only a few ways to build a good sorc which is why they come off so samey. Almost an entire line (Daedric Summoning) is worthless. Bound Amor takes up too much magicka, too many skill slots, and doesn't offer enough benefit. Pets don't do enough DPS, die too quickly, and don't offer much utility (except the Twilight Matriarch which still suffers from the other two problems.) There are other bad skills as well.
Lightning Splash is very hard to hit with and thus the damage is underwhelming (people just walk out.) Rune prison is far too easily broken.
The result is a class that is 3rd best in damage, 3rd best in healing, and 4th in tanking.
Suggestions
Bolt Escape: It would be great to see this skill restored in some way. Mobility is integral to this class and I actually think it was cool and fun that it's survivability was based on escaping rather than healing (class differentiation is good.) I can't see ZOS fully restoring it because the QQ was so strong before (though it seems with the buffs the NB and stamina people find it much easier to counter). At least I'd like to see the subsequent use penalties removed (since they feel like cool downs and violate the principal of using your skills when you want to.) So no more magicka regen penalty and no more cost increases on subsequent casts. Maybe increase the base cost to compensate but remove the virtual cool downs.
Dark Deal: Making this skill mobile was a nice step. But have you noticed few pick this morph, still? That's because for the increased stamina cost, mobility isn't enough. The armor and spell resistance buffs while channeling should be restored, at lower values than before, but brought back to make this worth picking. I also think all the versions of this skill could use a slight stamina cost reduction.
Pets: Why can't ZOS get this right? Back in beta when they only cost one ability slot their weakness wasn't so egregious. Now that they cost two they're almost worthless outside of solo questing. Since I can't see them reducing the ability back to one slot, they need buffs. The twilight matriarch should heal for more. The volatile familiar needs a slight damage buff to make it useful rather than just funny. The clanfear needs something to make it useful in pvp such as a tail swipe knock back, like the enemy clanfear have in pve. All of the pets need some form of survivability boost, such as greater armor/spell-resist or perhaps just AoE resistance to prevent the from getting eaten up so quickly in dungeons and group PvP. An overall DPS increase couldn't hurt, but an increase in survivability is the most important thing. No matter how hard pets hit, they are going to be useless so long as they die so easily.
Lightning Pool: The damage is fine. What This skill needs are ways to make sure it actually hits. I'd recommend either increasing the radius dramatically or adding a stun on first hit ala spear shards.
Rune prison: what this skill needs is some type of damage allowance so the effect isn't broken accidentally by AOE. Not a very high one, but even 50 points would go a long way.
Bound armor: I am hoping that the changes to armor in 1.6 Will make this skill actually useful. It suffers from the same problem as pets because it requires double the skill slots to be used effectively. Basically it just needs to be worth more, perhaps a greater armor value.
Finally, I hope the changes to Spell Power are going to take into account that Critical Surge + D-staff skills are the only thing currently keeping sorc out of the trash heap. If we lose that synergy, we're in a lot of trouble
Now I haven't done trials is DSA on my sorc, but for 1v1 PvP even 1v2 PvP my sorc using resto staff for healing springs, bound armor, clanfear, twilight matriarch, boundless storm and storm atronach for ult has been a very viable build. Now for large fights in PvP I don't use either of my pet's because it makes me a target. Instead I use encase morphed for explosion when it wnds, and crystal blast i use in large fights because I stay far enough away that I'm not normally the main target and I can knock people on their butt as well as hit a few people at the same time. Although I find it to be more useful in dungeons and delves or starting a solo fight in pve. There isn't a problem with sorcerers, its a problem with people not knowing how to build one. Again, I say this because I haven't done DSA, trials or max lvl PvP. But my sorc at lvl 30 has taken out v1-v4 experienced players in 1v1 duels. Long fights but I came out the victor. When they one it was because they told me on ts to not use certain abilities so they could see if they could kill me after that. Example when I went against them with ward ally and nothing but resto skills and used heavy and light attacks from my staff, I was out dosing their heals with staff alone and kept shield on with healing springs and they couldn't get me below half health. If you know how to build a character for your play style nerfs and buffs aren't needed to any more classes. I thought the Nerf to bat swarm was gonna be the death of my vamp night blade... Its still too with a 30% less healing effect than prior to update 5. Stop asking for nerfs and buffs and learn how to build a character.
Well, Sorcs need some love, but not always want people think. Just because someone bases their build on crits doesn't mean they need to make it easier for sorcs to crit or get past crit resistance. Just because you like to bolt escape through a hundred people to negate, negate, negate doesn't 'mean they should roll back the changes to bolt escape. Really, most of the changes they've made to sorcs should stay, it's other abilities that need work, not roll backs to what's already been changes.
Sorcs are probably just a bit weaker than nightblades for self heals (weird to hear that I bet, but as someone who has played both extensively, NB heals are very situational and can often be worse). The heals sorcs can get from crit surge, familiar, dark exchange and passive heal for using dark magic gives some good versatility, but if they boosted the familiar to be a bit more useful, it would give them the ability to have an all around heal that isn't dependent on damage.
What's missing from sorcs is a good way to do damage consistently outside of shards, they are the only class that really has to rely on destro staff for main damage source. Not that other classes don't use them plenty, but do a dungeon run and try using just a light attack from a staff and then only sorc powers between and see how much dps you can do. I think making lightning splash more useful would go a long way - upping the AoE perhaps and damage a bit, making it less reliant on the synergy to be useful.
Curse is the other damage dealer that could probably be made a bit more useful so sorcs have another class ability to use for damage besides relying on the staff.
Rune Prison, sure sucks, but it's in the same boat with DKs petrify and NBs cripple. These have to be the least used powers in the game lol and they need to really change things up on them.
I think Stormy could be a bit better, when you compare it to the other main damage dealer ulti's: Veil, Banner and Nova, it's pretty lackluster.
Not sure what you are talking about with "using too many skill slots" - every power takes one slot unless you want it on both bars, then it's your choice to slot it twice, other classes have to do the same for certain powers.
Crit surge is a good power, but hopefully they address the "weapon power" boost when damage gets changed on staves to spell power, but don't leave weapon users hanging either. (A % increase would solve this, or two different morphs).
Sorcs do need a little love, but if this thread is about "change all the nerfs back so we can go back to being one trick ponies in pvp" then you lost me.
Sorcs primary problem is a lack of survivability. They have the worst self healing options in the game and generally poor defensive skills (exception is Lightning Form.) They used to be able to at least disengage from a fight, but repeated nerfs to BE have made that extremely unreliable.
Uhm, i dunno about you but with a sorc, use critical surge for self heals and just keep doing dmg and you are baseicly invinsble...
Well, that is if you know how to play your class.
And with at good build, most commonly know as the dps build, crushing shock, you can put out 1k dps ~~ So the dps isnt all bad.
A good sorc can save alot of fights, or baseicly all big group fights because of Negate.
So the ultimate i kinda op if you ask me, since everything just goes ZZzz in it.
Oh I'm not making the argument that Sorcs should or shouldn't be a "Caster" type Class just pointing out ZoS's original design FOR Sorcs was around 2H. I'm all for Sorcs getting a decent DoT like some have mentioned, and an good utility Ultimate besides Negate, and fixes to the Pets, etc. I think many are making too much of what 1.6 might be bringing to Class rebalances. But this happens in EVERY MMO, for EVERY major patch. Everyone screams that the game is ending and all the Classes will be worthless, etc, and then said patch comes out and it's actually not too bad after all.Merlin13KAGL wrote: »@Delindsay , agree and disagree.
Sorc's should be casters, first and foremost.
The fact that CS is the end-all-be-all combination that puts out the most damage in many build screams imbalance.
As a Sorc, the weapon should be secondary. Your damage should come from the raw arcane energy you weave and shape into the form that it ultimately takes.
Merlin13KAGL wrote: »@DymenceTurn daedric curse into a DoT that isn't limited to 1 per target for the entire raid, and I'll be happy.
Current damage is okay. Not great, but ok.
One curse active at a time is ok...per target. It's a curse. No reason why it should not be able to be applied to multiple targets, with another cast (yours, or someone else's) overwriting.
One curse active period, ridiculous.
I'll have to disagree with you on this one. Lore and logic should never impair how a game functions and feels for players. If you play endgame content, you will never ever use this spell as long as it's limited to one curse being active per target. And that's just bad game design, in my opinion.
Merlin13KAGL wrote: »Merlin13KAGL wrote: »@DymenceTurn daedric curse into a DoT that isn't limited to 1 per target for the entire raid, and I'll be happy.
Current damage is okay. Not great, but ok.
One curse active at a time is ok...per target. It's a curse. No reason why it should not be able to be applied to multiple targets, with another cast (yours, or someone else's) overwriting.
One curse active period, ridiculous.
I'll have to disagree with you on this one. Lore and logic should never impair how a game functions and feels for players. If you play endgame content, you will never ever use this spell as long as it's limited to one curse being active per target. And that's just bad game design, in my opinion.
@Dymence , please expand on how my statement causes lore and logic to impair function and feeling? (Not arguing, I'm not sure what you mean.)
I do play end game content and curse, even in it's semi-broken form, occasionally has its place.
Also, one per target would still be an improvement over one curse period right now.
Are you ever going to crank out DPS with it? No, but that's also not really what it's built for.
Curse is intended to wear the enemy. It's a fire and forget that will get through[/i]that can chip away at the enemy and his nearby pals. It can be a healer's contribution to the occasional DPS, for example.
Having multiple curses active on a single target would lead to massive unavoidable damage 3.5 seconds later, which would lead to an imbalance, unfortunately.
I'd like to see it more effective, but don't want it to turn into the latest nuke.
Sorcs primary problem is a lack of survivability. They have the worst self healing options in the game and generally poor defensive skills (exception is Lightning Form.) They used to be able to at least disengage from a fight, but repeated nerfs to BE have made that extremely unreliable.
Another problem that the Sorcerer has is a lack of variability. There really are only a few ways to build a good sorc which is why they come off so samey. Almost an entire line (Daedric Summoning) is worthless. Bound Amor takes up too much magicka, too many skill slots, and doesn't offer enough benefit. Pets don't do enough DPS, die too quickly, and don't offer much utility (except the Twilight Matriarch which still suffers from the other two problems.) There are other bad skills as well.
Lightning Splash is very hard to hit with and thus the damage is underwhelming (people just walk out.) Rune prison is far too easily broken.
The result is a class that is 3rd best in damage, 3rd best in healing, and 4th in tanking.
Impenetrable is not overpowered. The other traits are just trash and even impenetrable is not really good, since few people even use crits and receiving crits is so hard anyway, since damage against blocks and damage shields can't crit and each good player has such things.
So impenetrable is very situational and even then, it's no big protection against crits. Infused and divine need buffs, that's all.