The Unchained Nerf was very necessary.
Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.
Please change this back. The new passive only hurts stamina builds. The Storm Calling line is the most used one for stamina builds, so the reduced spell cost really helped since stamina builds have limited magic. The spell power bonus is useless to us.
davedwildebeast wrote: »Are you joking with this? Nerfs across the board for Sorcerers. Do you think there are many topics about Sorc popping up every day because the class is in a good place? I'm really concerned about how you are adjusting these patch notes and the fact that Sorc still receives 0 stamina love. Expert Mage change was a VERY hard nerf for stamina Sorc as well too. Please do a QA with some Sorc players I beg you because you need to badly.
This! ^^^
ZOS... I'm guessing we have maybe one more patch before 1.6 goes live? PLEASE PLEASE PLEASE.... engage with us... pick a small handful of constructive Sorcs and lets have a quick chat over TS and chuck a few ideas around. Its SO easy to solve all of these issues with just 3 or 4 simple & realistic changes!
We don't want to be OP... we just want the class to not be at the bottom of every pile in PvE. On Friday in ESO liveEric Wrobel acknowledged that you had seen there was a problem... PLEASE let us help you fix it!
ZOS_GinaBruno wrote: »Sorcerer
- Daedric Summoning
- Rebate: Fixed an issue where this ability was not restoring Magicka when a Daedric pet was de-summoned or died.
- Dark Magic
- Dark Conversion (Dark Exchange Morph): Rank 4 of this ability can now be toggled on and off.
- Storm Calling
- Critical Surge (Surge Morph): This ability now correctly lists a 20-second duration in its tooltip.
- Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.
- Lightning Splash: Increased the duration to 6 seconds from 4 seconds.
- Liquid Lighting (Lightning Splash Morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.
- Overload: Reduced the rank up bonus damage for this ability from 3% to 1%. Also, Overload and its morphs will no longer trigger Ultimate gain from Light and Heavy Attacks.
- Surge (All Ranks & Morphs): This ability can now trigger off of doing damage to player characters that are using damage mitigation shields.
Are you joking with this? Nerfs across the board for Sorcerers. Do you think there are many topics about Sorc popping up every day because the class is in a good place? I'm really concerned about how you are adjusting these patch notes and the fact that Sorc still receives 0 stamina love. Expert Mage change was a VERY hard nerf for stamina Sorc as well too. Please do a QA with some Sorc players I beg you because you need to badly.
Those are not nerfs across the board. Lightning Splash just got better. Expert Mage just got better. Surge not triggering when someone had a shield up got fixed. Only overload got nerfed a bit.
I don't foresee any use for a sorcerers in endgame PVE content at this point. In 1.5 they compose about 15% of the leaderboards for trials and DS Arena. In 1.6 they will disappear altogether.
davedwildebeast wrote: »We don't want to be OP... we just want the class to not be at the bottom of every pile in PvE. On Friday in ESO live Eric Wrobel acknowledged that you had seen there was a problem... PLEASE let us help you fix it!
We were making sooo many suggestions, so many discussions and nothing of that made it into a patch.
I don't get it. I'm sad
@ZOS_GinaBrunoZOS_GinaBruno wrote: »OVERVIEW
Radiant Destruction: The damage for this ability now scales up at the same rate as the Two Handed ability Reverse Slash.
Surge mana cost nerfed.
Bolt Escape mana cost nerfed.
Execute ability mana cost nerfed.
Overload nerfed.
Crystal Fragments procs NOT fixed.
Gained +6% spell damage....I JUST lol'd in my office as I typed this post...Im not even kidding.
Someone is bad at math then, this is a pretty big buff when it comes to dps and how champion points scale. Once you get some points, magicka is the last of your worries. They just turned a passive that ends up being useless in end game into a passive that boosts your dps. But everyone here complaining are people that have spent 0 time on the pts soo yeah.
Its also not an overload nerf, overload still does more damage on PTS than live, they just scaled back the buff because it is destroying people on PTS. This is a minor scaleback of the original buff they gave which was 50%. Its like you people don't even read/test... you basically armchair complain at everything.
ZOS_GinaBruno wrote: »[*] Solo instance difficulty easing now begins after your first death. We have also increased the velocity of easing in response to repeated deaths.
[*] Reduced all damage shields cast in Cyrodiil by 15%. This will not not affect damage shields outside of Cyrodiil.
[*] Fixed an issue where you couldn’t use Break Free when being affected by multiple CC abilities at the same time.
[*] Mountain's Blessing: This passive ability now grants only one Ultimate every six seconds.
[*] Prism: This passive now grants only one Ultimate every six seconds at rank 1. The Ultimate gain per six seconds at rank 2 has been increased from 2 to 3.
[*] Transfer: Reduced this passive’s cooldown to four seconds from six.
Sorcerer
- Dark Conversion (Dark Exchange Morph): Rank 4 of this ability can now be toggled on and off.
[*] Critical Surge (Surge Morph): This ability now correctly lists a 20-second duration in its tooltip.
[*] Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.
[*] Lightning Splash: Increased the duration to 6 seconds from 4 seconds.
[*] Liquid Lighting (Lightning Splash Morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.
[*] Puncturing Strike: Fixed a minor effects issue with this ability and its morphs.
[*] Radiant Destruction: The damage for this ability now scales up at the same rate as the Two Handed ability Reverse Slash.
[*] Destructive Clench: Fire Clench, Frost Clench, and Shock clench will now properly play their particle effects when recast in quick succession.
[*] Brawler (Cleave Morph): The effects of this ability will no longer stack with repeated hits on a single target.
[*] Concentration: This passive ability no longer reduces the target’s Spell Resistance. Instead, it now grants Spell Penetration to the caster as long as the caster is wearing five or more pieces of Light Armor.
[*] War Horn: Reduced the stat bonuses for War Horn and its morphs from 15% to 10%.
[*] Unchained: Reduced the duration of this ability from 8 seconds to 3 seconds.
[*] Shield Expert: Updated this ability’s tooltip to mention that the increase in Armor and Spell Resistance applies only to equipped shields.
[*] Opportunist: Reduced the bonus damage granted by this passive from 50% to 15%.
[*] Tripled the Damage Shield strength provided by Hardening Enchants.
Alchemy
- Drinks have been further strengthened to now restore the amount of health by which a food would buff the relevant resources, fully, over a period of twenty seconds.
[*] Template potions awarding multiple Magicka effects will no longer claim to provide 0 Spell Critical Rating. That was never really true, and they should feel bad for lying.
[*] Potions granting Major Expedition now actually make you fast.
Veteran Dungeons
[*] Increased the health of all monsters in Sanctum Ophidia.
Item Sets
- Doubled the Critical Strike and Spell Critical values for all item set bonuses.
- Sabatons of the Dreugh King Slayer: Fixed an issue so these will now go on your feet, as intended.
[*] Casting a heal over time on another player character who then quickly commits a crime in front of a guard will no longer share the guard’s ire with you.
Attorneyatlawl wrote: »ZOS_GinaBruno wrote: »Sorcerer
- Daedric Summoning
- Rebate: Fixed an issue where this ability was not restoring Magicka when a Daedric pet was de-summoned or died.
- Dark Magic
- Dark Conversion (Dark Exchange Morph): Rank 4 of this ability can now be toggled on and off.
- Storm Calling
- Critical Surge (Surge Morph): This ability now correctly lists a 20-second duration in its tooltip.
- Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.
- Lightning Splash: Increased the duration to 6 seconds from 4 seconds.
- Liquid Lighting (Lightning Splash Morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.
- Overload: Reduced the rank up bonus damage for this ability from 3% to 1%. Also, Overload and its morphs will no longer trigger Ultimate gain from Light and Heavy Attacks.
- Surge (All Ranks & Morphs): This ability can now trigger off of doing damage to player characters that are using damage mitigation shields.
Are you joking with this? Nerfs across the board for Sorcerers. Do you think there are many topics about Sorc popping up every day because the class is in a good place? I'm really concerned about how you are adjusting these patch notes and the fact that Sorc still receives 0 stamina love. Expert Mage change was a VERY hard nerf for stamina Sorc as well too. Please do a QA with some Sorc players I beg you because you need to badly.
Those are not nerfs across the board. Lightning Splash just got better. Expert Mage just got better. Surge not triggering when someone had a shield up got fixed. Only overload got nerfed a bit.
I agree, not seeing the "across-the-board sorc nerf" here... the only negative change there was a small cost increase for a few stormcalling abilities, but we gained a few percent damage with spells in exchange. The rest was all gains (and for magicka sorcs, that already was a gain... for stamina builds it's a small hit, but the amount in question isn't that jawdropping anyway), except overload looking like it'll lose 8% of its bonus damage amount (4% vs 12%) for its own attacks when activated. Considering how hard it hits and its other benefits, I'm hardly concerned . And surge being able to proc off of attacks against bubbles is an important buff.
ZOS_GinaBruno wrote: »That issue was likely tied to the note below. That said, please let us know if you still cannot craft past VR9 once maintenance is complete.Zershar_Vemod wrote: »Did I look over it, or was the crafting only up to VR9 bug not fixed?
- Modifying the amount of material used when crafting an item now correctly affects the crafted item’s level.
Yes, Ultimates are included.Tanis-Stormbinder wrote: »Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells. Does this include Ultimates?
ZOS_GinaBruno wrote: »Sorcerer
- Daedric Summoning
- Rebate: Fixed an issue where this ability was not restoring Magicka when a Daedric pet was de-summoned or died.
- Dark Magic
- Dark Conversion (Dark Exchange Morph): Rank 4 of this ability can now be toggled on and off.
- Storm Calling
- Critical Surge (Surge Morph): This ability now correctly lists a 20-second duration in its tooltip.
- Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.
- Lightning Splash: Increased the duration to 6 seconds from 4 seconds.
- Liquid Lighting (Lightning Splash Morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.
- Overload: Reduced the rank up bonus damage for this ability from 3% to 1%. Also, Overload and its morphs will no longer trigger Ultimate gain from Light and Heavy Attacks.
- Surge (All Ranks & Morphs): This ability can now trigger off of doing damage to player characters that are using damage mitigation shields.
Are you joking with this? Nerfs across the board for Sorcerers. Do you think there are many topics about Sorc popping up every day because the class is in a good place? I'm really concerned about how you are adjusting these patch notes and the fact that Sorc still receives 0 stamina love. Expert Mage change was a VERY hard nerf for stamina Sorc as well too. Please do a QA with some Sorc players I beg you because you need to badly.
Those are not nerfs across the board. Lightning Splash just got better. Expert Mage just got better. Surge not triggering when someone had a shield up got fixed. Only overload got nerfed a bit and it's still OP, guys in our guild are doing top DPS (by far) using just overload/light attack weaves.
How can I take your post seriously when you claim people are using overload with light attack weaves?
Lightning Splash had its cost increased by 10%. Expert Mage will only increase Sorc dps by 2-3%. NO ONE USES SURGE BECAUSE ENTROPY AND RALLY ARE BETTER ALTERNATIVES.
Can we change the solo instance easing to ease up after the second death? That first one is there so I can wake up!ZOS_GinaBruno wrote:Solo instance difficulty easing now begins after your first death. We have also increased the velocity of easing in response to repeated deaths.
Damm slow DL speed on patch I am on a 50/50mb fiber and only get 500kb/s. my normal DL speed is 5-6Mb/s
Do you limit DL speed on PTS?