I think sorcerers have been in a bad place for the past 4 or 5 months and have become a niche class that 1.6 will not address. Sorcs shine in specific situations but are generally poor performers vis-a-vis the other classes.
Unfortunately, because the game has so many different aspects, our perceptions are not the same and ZoS has received what can only be described a schizophrenic feedback and I believe that is why ZoS is unaware just how much of a niche class sorcs have become in the eyes of specific, albeit important, segments of the ESO community.
There is no tl;dr version. Mostly because the tl;dr versions have failed to communicate specifically and lucidly to ZoS their message for months. This is not meant to be a statement of Truth, rather a collection of observations that hope to illuminate why a number of sorcerer players are frustrated and feel their class is in a bad place. I have played a Templar, DK, and a Sorcerer in every arena the game has to offer and have done them with PuGs and the best known guilds alike.
I PvP and PvE. In Cyrodiil, my sorcerer is a legitimate contributor to any group I am in because Negate is (was) the most powerful skill in the game and the Endless Fury proc is extremely efficient at eliminating low health targets. I am annoyed that my only self heal (crit surge) is all but worthless and I have to slot a restoration staff, but I can accept this because I have the power of a god and can determine the fate of battles at a single button. If asked for my opinion of the class excluding Negate, I would say it is at best functional: it is decent at not dying and the burst combo of curse-crystal frag-endless fury is pretty good, but that is about as far as I'd go.
In PvE I am (now) *very* self conscious at the class's low sustained (magicka) DPS relative to the other DPS archetypes, specifically stamina nightblades and magicka DKs, which I believe is the fundamental problem that plagues this class. When I raided in August, my sorc DPS was actually not much different than my DK. But the game has changed. Stamina builds were buffed, new gear was introduced, and theorycrafters began to unlock the potential that DKs had through Flames of Oblivion. I'm still using the same boring Crushing Shock rotation. A stamina build can snipe the last boss in CoA from relative safety and completely blow away my DPS to the extent I am ashamed to post it (so I don't). My DK, using Flames of Oblivion for the first time and butchering the rotation, was able to get 1.2k vs. the Serpent in Sanctum Ophidia (now I usually get 1.4k-1.5k). I am sometimes invited to raid with a GM whose goal is to get the world's best time in Sanctum and I'm pretty sure he has spent every night for the past 3 months in that Trial. I *never* see any sorcerers in his competitive raid groups. Never. This is not hyperbole, but indicative of the reality that sorcerers are bad at sustained (magicka) DPS and offer no utility to a group when their Negate is not needed.
But again, this is about perception. How many subscribers to this game are the serious sort of hardcore raider as my GM? 5%? 10% at most? So for more than 90% of the customers of the game, the sorcerer "works" even if it is not as good as the other classes. I know the game's content can be completed just fine with a sorcerer. I was in a group that completed Veteran DSA with NO deaths and had a time that was in the top ten on the North American server. So it is very possible that ZoS either gets conflicting feedback about sorcerers because 90% of the customers write in /feedback that the sorcerer is fun to play and completes content just fine - and this does not even include the /feedback ZoS gets from PvPers who value the class very highly. People like me who communicate our dissatisfaction about the class may very well be in the minority.
And that schizophrenic feedback continues in 1.6. Many people who have dueled on the PTS have indicated that sorcerers are very formidable opponents in PvP even without considering Negate's impact. This is probably true: because as poor as the class performs in a Live 1.5 SO raid, as I indicated before, the class has decent survivability skills and a dangerous burst damage combination, both of these aspects of the class have been improved and shine in small scale PvP. Also those people who enjoy "pets" have undoubtedly been getting better results from their build and communicating that. And then there are the people like me who want to be invited to a competitive Sanctum raid who still have not found a solution to the class's fundamental problem: sustained magicka DPS that is not reliant on pets or ultimates.
In short, I can see why ZoS is unaware of the specific problem sorcs have and to be honest we have nobody to blame but ourselves. Every thread and rage post made saying that ZoS "hates" sorcs because of the crushing shock nerf contributes to the confusion and the problem. And no offense to my fellow frustrated sorcerers, are you DAFT? Even if "your" crushing shock skill is *buffed* the problem will still remain because DKs, Templars, and NBs also use "your" skill. Thus sorcerer DPS will still be relatively poor and you still won't get invited to end game raids.
In the past few weeks, some Devs have hopped into feedback sessions sponsored by two guilds I am in and I came away with the impression that they honestly were not aware that the sorcerer was a relatively poor performer in end-game raids. In each session I was in, I felt the frustrations were communicated to the developers, but when asked to specifically lay out the problems and why the proposed changes in 1.6 would not allay these concerns, we were not up to the task. It was mostly vague disappointment that would neither outweigh the positive feedback they have received nor alter the reality that many sorc skills have in fact been buffed. So, I will attempt to do just that.
I will say I "dabble" in theorycrafting as opposed to actually seriously doing it so I'm not going to pretend to be as knowledgeable about certain aspects of the game as others. I will also say I am probably a B+ player in PvP and PvE; I am very much aware that although I am decent and versatile player, those who specialize in specific content are probably going to amend / supplement what I have to offer and I would encourage them to do so. In short, although I am not the best judge in specific matters, I can offer fairly decent observations from both a PvP and PvE aspect as I have relatively decent success in both aspects of the game.
One of the comments that struck me the most during one of these guild meeting was the developers' response to the complaint that the sorcerer had no DoTs: velocious curse is the class's DoT, it just happens that rather than the damage ticking, it explodes all at once. There are a number of problems with this logic. Every DoT tick is advantageous to the player, for 10 months classes with normal DoTs were gaining ultimate, generating procs, etc., whereas the sorc was not. Plus, by putting all our eggs in the proverbial single basket, we ran the risk of getting no damage whatsoever if the target died or had the effect cleansed. And this does not even consider the unnecessary restriction of having one curse; my DK is not restricted to one unstable flame. With all the disadvantages associated with the sorc's "DoT," that better hit like a truck when it does trigger. It did not and still does not (although they have increased the damage).
- My DK on the PTS spends 938 magicka to do 1806 damage immediately and 548 damage every second for 10.5 seconds.
- My Sorc on the PTS spend 1952 magicka to do 4507 damage in 3.5 seconds.
- From a strictly DPS standpoint, the sorc is marginally better after 3.5 seconds but gets no procs, can have the damage nullified, and spent twice as much magicka to achieve that...meanwhile the DK will get more 7 seconds more "free" procs.
I am fine with DKs having clear cut superior DoTs. That is their thing. But this is just bad. DoTs are supposed to be cheap to cast and contribute to sustained DPS. Curse is not cheap and the DPS it delivers is too low to compete with everyone's favorite spam spell: crushing shock. Curse fall between two stools: it is masquerading as a DoT but has the cost and damage as a single target spell and winds up failing at both. It is useful, as opposed to "good," vs DKs and their reflect spam, but that is its only redeeming feature.
Suggestion: if it going to be our DoT, make the cost commensurate with other DoTs and give sorcs token damage ticks so as the spirit of the spell remains. If it is going to be a "burst spell," I'd still say give token damage ticks and make the explosion pay so it's damage is worthy of the high cost of the spell and that the chasm that exists between the sustained DPS of it and the Crushing Shock spam is lessened.
From my experience, the sorcerer has a lot of inefficient skills that are undesirable in light of alternatives from other lines. Daedric mines are supposed to serve as area denial. Fair enough. But they fail at this purpose and IMHO are strictly worse than volcanic rune. I have dropped mines in Cyrodiil and have often seen players intentionally GO THROUGH THEM. On DSA, you know how the mage boss drops mines...I ignore them too! I stay right in her face and simply continuing DPS. This spell is *very* expensive, the deterrent is nonexistent because the damage is too low and the immobilization too weak/short, and the sorc is sometimes required to expose herself to the enemy to place these where the need to go. Volcanic rune is a much more versatile spell.
What frustrates sorcerers is that rather than tweak these bad spells is ZoS makes them worse. I read in the patch notes that if a boss triggered one of these mines it would gain immunity to the others. Wut? Is there some fear that a sorcerer who wasted one of her precious slots with this awkward spell *might* actually get efficient damage-to-magicka ratio *if* she somehow happened to place them where a boss moved...or worked in tandem with the tank so the boss ran over the mines? What is wrong with this? And why are we throwing immersion out the window for this highly dubious decision?
Two other spells that are poor performers are encase and dark exchange. I will grant that encase covers a larger area than dark talons, but it was much more expensive and does no damage whatsoever. Just have the DK talon stuff...especially since people fear what the DK will do next (standard, whip, DK stuff, etc.). I remember watching a developer preview video where they were fighting a Dolmen. At some point, the spell Dark Exchange was acknowledged as potentially decisive because it gave the sorcerers an excellent means of resource recovery. I am going to assume that was the spell's intention. The problem is that the sorcs with the best DPS don't use Dark Exchange, they instead use spell symmetry from the Mage's Guild. This problem is two-fold; not only does the spell fail at its intent but also what has meant to be an exclusive advantage for a sorcerer is available to EVERYONE. In general I am not a fan of how easily anyone can with the press of a button circumvent the idea of spell costs and remove light / heavy attacks from the game, but that is a discussion for another time. If everyone can trivialize resource recovery, then at least sorcs should do it better if they are going to have a skill in their class line taking up space to do just this.
With so many inefficient skills clogging up our class line, sorcerers are forced to go elsewhere, which is no doubt why many sorcerers believe crushing shock is "theirs." This leads into what is perhaps the most controversial aspect of the class: pets. IMHO, it was a mistake to make them toggles. Or at least make ALL the pets toggles. It has already been pointed out that a "pet" build will only have a few free slots and that once again means Crushing Shock (take note: reoccurring theme, not matter what sorcs use this darn spell!), so I won't rehash it. On a developer guild talk, it was said that a "pet" build option taking up slots was desirable because some people might prefer not having 10 choices what to do given a certain situation. Although I personally would never see that as preferable, I will agree there are people out there that would enjoy such a set-up and so I'm cool with that as an option.
What I am not really cool with is that is the *only* option. I would have really like to see a fire-and-forget disposable summon ala Skyrim. In that game you could summon something relatively cheap, put it anywhere and just have it do its own thing without babysitting it or it taking up two slots on your bar or other slots to augment it. I *love* the concept of summoners but have not tried it in this game because IMHO the opportunity cost was too high and I was not enamored with summoning just lesser daedra (and a little miffed there was no necromancy option, although I do contend how the main story might make that avenue problematic). So now at least from what I hear the "pet" build can pull respectable DPS and while I am happy for those people who enjoy the ESO method of doing pets, it leaves me and others like me in an uncomfortable position: we feel tugged playing in a way that we personally do not enjoy, which goes against the whole mantra of play how you want to play. Give me summons that are interesting and based on a timer rather than a toggle and I'll try this route, but I have no desire to devote so many resources to a clannfear.