@ZOS_GinaBruno Significantly lowering the cost of bolt escape (or removing its penalty) would take minimal time to implement and would garnish a lot of good will from sorcs while we wait for balance fixes.
We could really use a bone in the near to immediate future. We understand the devs are stressed and tired, but this small change would take a lot of pressure off of them. Thank you for considering it.
I can see this being beneficial for stamina Sorc. As for magicka, i have no complaints with bolt escape, can use it over 20 times before out of magicka.
What I would like to see are options to bring Sorc on par for PvE. Thus ending the "your a sorc? sorry no trial for you, we're looking for 16k+ dps"
You are right, it would not be a huge use for trials. I was thinking more about the pvp issue where gap closer spam and wrecking nuke have hurt both magicka and stamina sorcs significantly. Which is another reason I call it a start and not the final solution.
@ZOS_GinaBruno Significantly lowering the cost of bolt escape (or removing its penalty) would take minimal time to implement and would garnish a lot of good will from sorcs while we wait for balance fixes.
We could really use a bone in the near to immediate future. We understand the devs are stressed and tired, but this small change would take a lot of pressure off of them. Thank you for considering it.
I can see this being beneficial for stamina Sorc. As for magicka, i have no complaints with bolt escape, can use it over 20 times before out of magicka.
What I would like to see are options to bring Sorc on par for PvE. Thus ending the "your a sorc? sorry no trial for you, we're looking for 16k+ dps"
You are right, it would not be a huge use for trials. I was thinking more about the pvp issue where gap closer spam and wrecking nuke have hurt both magicka and stamina sorcs significantly. Which is another reason I call it a start and not the final solution.
That is, a trial leader who is not an utter idiot, SHALL keep sorcs out as much as possible, they are just a worthless DRAIN on a group success.
If before patch 1.6 sorcs were desired because of easy, quick and effective negate PERIOD, now they come with:
- annoying pets that aggro the boss and start the encounter... because.
- a negate that takes eons to take back up again and is not the negate of old anyway.
- utterly lackluster DPS exactly now that bosses has an health boost.
- lack of synergy with anyone else including between themselves.
- low health => they are the first to die to a sneeze, even sacrificing (even more!) DPS to go all out health build.
- mana regen (what's it now?) and mana costs. Spending longer chugging potions and dark exchanging than any other class.
Result: yesterday the only time we needed a negate was at last boss, once. 1 sorc "required" (best guilds do completely without of course, as posted in score boards since weeks ago) and only to press 1 button, once.
YEAH! That 1 button motivates a guy to grind to VR14 and then CP!
One question tho... when are the planning to do those stamina changes?
I dont understand you people.. I play a sorcerer at lvl 14-15 right now and personally i can kill 10k-15k HP mini bosses really easy with the Overload Ultimate in Storm Call skill line..... hell i might kill them in 4 hits or less depending on if it crits...
Edit: For those that don't realize this. We lose spell power by picking entropy over power surge because of the passive they changed. Casting power surge takes a ridiculous amount of mana. So we pick.. Lose spell power thus over all DPS.. when really is the cost/benefit ratio worth it to use power surge JUST to have it slotted for spell power when it uses so much magicka to cast, effectively lowering DPS because our mana pool is depleted? And now since we're so squishy and are required to run with 2 pieces of heavy armor we lose some magicka regeneration and cost reduction from spells (on top of the fact our class passive to reduce spell cost is gone). And running 2 sets of heavy doesn't mean we aren't squishy, we have to slot (most of the time) entropy for the passive health bonus.
I do have some screen shots with Bloodspawn tests. I can upload them if people wish to see actual numbers along with a list of my armor, buffs, boons, etc.. whatever ya'll want. I used entropy on the test with Bloodspawn, though have been recently trying out power surge. From what I can tell, my resources are better managed using Structured Entropy in my spell rotation, even though Power Surge gives a huge boost to my spell power (if 400 SP is a 'large' amount..). I find myself having to chug mana pots on CD, and heavy attack to get magicka back with power surge up. So is power surge really worth it....? For sustainability and long fights where there are tons of adds? Doesn't seem so..
And of course, the 2-set pledge stuff is worthless now.. at least I got some free Mastics.. >_>
ZOS_GinaBruno wrote: »We do still have plans to make stamina-based Sorcerer builds more competitive. That said, it’s going to take some time to make comprehensive changes that are balanced, fully tested (both internally and on the PTS), and also include appropriate visual effects. We’re currently keeping an eye on data since Update 6 was published, and have some ideas on what we’d like to pursue. What would you all like to see to make stamina Sorcs a more viable build to use?
SturgeHammer wrote: »ZOS_GinaBruno wrote: »We do still have plans to make stamina-based Sorcerer builds more competitive. That said, it’s going to take some time to make comprehensive changes that are balanced, fully tested (both internally and on the PTS), and also include appropriate visual effects. We’re currently keeping an eye on data since Update 6 was published, and have some ideas on what we’d like to pursue. What would you all like to see to make stamina Sorcs a more viable build to use?
I think Minor Fracture being added to Mages Fury and its Morphs would be great for stamina sorcerers .
SturgeHammer wrote: »ZOS_GinaBruno wrote: »We do still have plans to make stamina-based Sorcerer builds more competitive. That said, it’s going to take some time to make comprehensive changes that are balanced, fully tested (both internally and on the PTS), and also include appropriate visual effects. We’re currently keeping an eye on data since Update 6 was published, and have some ideas on what we’d like to pursue. What would you all like to see to make stamina Sorcs a more viable build to use?
I think Minor Fracture being added to Mages Fury and its Morphs would be great for stamina sorcerers .
Without a stamina morph for Mages Fury, I'm not sure why a stam sorc would even be using it.
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Don't forget to add the Might of the Guild passive to your Entropy/PowerSurge equation. Entropy directly into Liquid Lightning without a medium/light attack in between is a HUGE boost.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Really? In what role do Sorcerers excel in?Im telling you because you ask for buffs for already op class currently with some specific builds.
If you're arguing that melee should be compensated for the additional difficulty it faces then I agree. However if encounters are ending with melee still achieving 10-20% greater DPS then clearly the difference in difficulty wasn't that much and melee has been overcompensated.Hypertionb14_ESO wrote: »wrecking blow stam builds should be doing at least 10-20% better dps than a magicka sorc, simply because of the ranged vs melee risks vs reward.
its safer to ranged attack but weaker, and dangerous to melee but stronger.
Stationary targets are great for practicing skill rotation and ability comparisons but I agree should not be used to compare classes other than to perhaps establish a baseline. I would also expect melee DPS to exceed Ranged DPS in a stationary target scenario. So that being said if you have some evidence that Sorcerer Magicka builds are able to match the DPS of other classes in typical trials/dungeon encounters then I would really like to see it.
All of these DPS test videos that you are taking your numbers from are where the player literally stands in one spot and spams their best abilities. Many high end fights in this game, whether they are from trials or vet dungeons, requires you to change targets, move around, not bunch up, or the boss itself moves around and every single time the ranged player will be able to begin their DPS rotations again at a faster rate.
I agree that the 1.6 Sorcerer is a much more enjoyable class to play than the 1.5 version but unless those changes are sufficient to earn Sorcerers a spot in groups then what does it matter?I'm also a firm believer that in PVE, magicka Sorcs were totally broken before 1.6. It is disgusting to design a class where the best you can do is keep Power Surge running and spam Crushing Shock. 1.6 has done a wonderful job with magicka Sorc because now instead of being basically ZERO builds that utilize class abilities, we now have two. You have the Pet and non-Pet spec and yes, they do both use Force Pulse as filler, but you gain great benefit from actually using your class abilities on top of it. Playing a non-Pet spec Sorc in group PVE is now actually fun and requires you to manage your timers way better.
Well this is one case where size really doesn't matter. I would much rather have a smaller tool box with the right tools than a large one filled with tools unable to accomplish the task. A toolbox filled with many different screwdrivers means nothing to someone looking for a hammer. Surge was a very useful tool, many would say essential in 1.5. Sadly that is no longer the case and has been replaced by yet another non-Sorcerer ability. Or to put it another way, we are still dependent on borrowing tools from someone else's toolbox to accomplish the task because ours aren't sufficient.In my opinion, you have to look at a huge overhaul like this in a overall viewpoint ... kinda like a toolbox. In 1.5, the magicka group PVE Sorc toolbox was empty besides Surge. In 1.6, the magicka group PVE Sorc toolbox is full to the brim with useful abilities
Actually it's all about ZOS having any desire to make changes that would allow Sorcerers to match the DPS of other classes and right now, based on their most recent response, it doesn't appear they have that desire.As long as we have the tools, I think the DPS numbers can be tweaked. I believe if ZOS notices that 66% of all people in trials are standing there spamming Wrecking Blow endlessly, they will change that. I believe if ZOS notices that Sorc continue to do less DPS than other classes, it is as easy as changing Expert Mage to 3% spell power per Sorc skill or scale the pets damage up slightly more or up the damage on Curse or even increase the Thundering Presence damage to a point where Sorc can do a significant amount of bonus damage in melee range. It is all little tweaks that can be easily managed.
ZOS has stated that they " have plans to make stamina-based Sorcerer builds more competitive."So while the magicka Sorc has a full toolbox, the stamina Sorc has an empty one.
Nightreaver wrote: »Really? In what role do Sorcerers excel in?Im telling you because you ask for buffs for already op class currently with some specific builds.
Tanking? No, that would be DKs.
Healing? No, that would Temps.
DPS? No, that would be both DKs and Templars.
If Sorcerers who excel in no role are OP then what does that say about the classes that excel in multiple roles?If you're arguing that melee should be compensated for the additional difficulty it faces then I agree. However if encounters are ending with melee still achieving 10-20% greater DPS then clearly the difference in difficulty wasn't that much and melee has been overcompensated.Hypertionb14_ESO wrote: »wrecking blow stam builds should be doing at least 10-20% better dps than a magicka sorc, simply because of the ranged vs melee risks vs reward.
its safer to ranged attack but weaker, and dangerous to melee but stronger.
If you are arguing that melee should receive the bonus due to greater risk then that's fine too. Just as long as those wearing Light armor and/or less health are compensated for the greater risk as well. I would expect someone who has *taken the risk* by forsaking the safety of heavier armor and more health in order to attain greater DPS to actually achieve that greater DPS.
If you are arguing that melee should always do more DPS then Ranged then it is even more clear just how unbalanced the classes are with Sorcerers being the only class with no melee DPS abilities.
So basically you are saying that a class that cannot compete with other classes in Tanking and Healing should also never be expected to compete with them in DPS as well.
So why are there Sorcerers in game again?Stationary targets are great for practicing skill rotation and ability comparisons but I agree should not be used to compare classes other than to perhaps establish a baseline. I would also expect melee DPS to exceed Ranged DPS in a stationary target scenario. So that being said if you have some evidence that Sorcerer Magicka builds are able to match the DPS of other classes in typical trials/dungeon encounters then I would really like to see it.
All of these DPS test videos that you are taking your numbers from are where the player literally stands in one spot and spams their best abilities. Many high end fights in this game, whether they are from trials or vet dungeons, requires you to change targets, move around, not bunch up, or the boss itself moves around and every single time the ranged player will be able to begin their DPS rotations again at a faster rate.I agree that the 1.6 Sorcerer is a much more enjoyable class to play than the 1.5 version but unless those changes are sufficient to earn Sorcerers a spot in groups then what does it matter?I'm also a firm believer that in PVE, magicka Sorcs were totally broken before 1.6. It is disgusting to design a class where the best you can do is keep Power Surge running and spam Crushing Shock. 1.6 has done a wonderful job with magicka Sorc because now instead of being basically ZERO builds that utilize class abilities, we now have two. You have the Pet and non-Pet spec and yes, they do both use Force Pulse as filler, but you gain great benefit from actually using your class abilities on top of it. Playing a non-Pet spec Sorc in group PVE is now actually fun and requires you to manage your timers way better.Well this is one case where size really doesn't matter. I would much rather have a smaller tool box with the right tools than a large one filled with tools unable to accomplish the task. A toolbox filled with many different screwdrivers means nothing to someone looking for a hammer. Surge was a very useful tool, many would say essential in 1.5. Sadly that is no longer the case and has been replaced by yet another non-Sorcerer ability. Or to put it another way, we are still dependent on borrowing tools from someone else's toolbox to accomplish the task because ours aren't sufficient.In my opinion, you have to look at a huge overhaul like this in a overall viewpoint ... kinda like a toolbox. In 1.5, the magicka group PVE Sorc toolbox was empty besides Surge. In 1.6, the magicka group PVE Sorc toolbox is full to the brim with useful abilitiesActually it's all about ZOS having any desire to make changes that would allow Sorcerers to match the DPS of other classes and right now, based on their most recent response, it doesn't appear they have that desire.As long as we have the tools, I think the DPS numbers can be tweaked. I believe if ZOS notices that 66% of all people in trials are standing there spamming Wrecking Blow endlessly, they will change that. I believe if ZOS notices that Sorc continue to do less DPS than other classes, it is as easy as changing Expert Mage to 3% spell power per Sorc skill or scale the pets damage up slightly more or up the damage on Curse or even increase the Thundering Presence damage to a point where Sorc can do a significant amount of bonus damage in melee range. It is all little tweaks that can be easily managed.ZOS has stated that they " have plans to make stamina-based Sorcerer builds more competitive."So while the magicka Sorc has a full toolbox, the stamina Sorc has an empty one.
And as far as being competitive don't Sorcerer Stamina builds already out perform Sorcerer Magicka builds? Doesn't making Sorcerer Stamina builds more competitive make Sorcerer Magicka builds less so?
And where is their commitment to make Magicka-based Sorcerer builds more competitive?
And how seriously can you take their request for player suggestions based on their history? How many player suggestions do see implemented? How many changes were made to the class that no one ever asked for or wanted? Much of this thread is in respect to Magicka builds yet their only response is that they want to make STAMINA builds more competitive? Seriously?
Nightreaver wrote: »Stationary targets are great for practicing skill rotation and ability comparisons but I agree should not be used to compare classes other than to perhaps establish a baseline. I would also expect melee DPS to exceed Ranged DPS in a stationary target scenario. So that being said if you have some evidence that Sorcerer Magicka builds are able to match the DPS of other classes in typical trials/dungeon encounters then I would really like to see it.
All of these DPS test videos that you are taking your numbers from are where the player literally stands in one spot and spams their best abilities. Many high end fights in this game, whether they are from trials or vet dungeons, requires you to change targets, move around, not bunch up, or the boss itself moves around and every single time the ranged player will be able to begin their DPS rotations again at a faster rate.
Nightreaver wrote: »I agree that the 1.6 Sorcerer is a much more enjoyable class to play than the 1.5 version but unless those changes are sufficient to earn Sorcerers a spot in groups then what does it matter?I'm also a firm believer that in PVE, magicka Sorcs were totally broken before 1.6. It is disgusting to design a class where the best you can do is keep Power Surge running and spam Crushing Shock. 1.6 has done a wonderful job with magicka Sorc because now instead of being basically ZERO builds that utilize class abilities, we now have two. You have the Pet and non-Pet spec and yes, they do both use Force Pulse as filler, but you gain great benefit from actually using your class abilities on top of it. Playing a non-Pet spec Sorc in group PVE is now actually fun and requires you to manage your timers way better.Well this is one case where size really doesn't matter. I would much rather have a smaller tool box with the right tools than a large one filled with tools unable to accomplish the task. A toolbox filled with many different screwdrivers means nothing to someone looking for a hammer. Surge was a very useful tool, many would say essential in 1.5. Sadly that is no longer the case and has been replaced by yet another non-Sorcerer ability. Or to put it another way, we are still dependent on borrowing tools from someone else's toolbox to accomplish the task because ours aren't sufficient.In my opinion, you have to look at a huge overhaul like this in a overall viewpoint ... kinda like a toolbox. In 1.5, the magicka group PVE Sorc toolbox was empty besides Surge. In 1.6, the magicka group PVE Sorc toolbox is full to the brim with useful abilities
Nightreaver wrote: »Actually it's all about ZOS having any desire to make changes that would allow Sorcerers to match the DPS of other classes and right now, based on their most recent response, it doesn't appear they have that desire.As long as we have the tools, I think the DPS numbers can be tweaked. I believe if ZOS notices that 66% of all people in trials are standing there spamming Wrecking Blow endlessly, they will change that. I believe if ZOS notices that Sorc continue to do less DPS than other classes, it is as easy as changing Expert Mage to 3% spell power per Sorc skill or scale the pets damage up slightly more or up the damage on Curse or even increase the Thundering Presence damage to a point where Sorc can do a significant amount of bonus damage in melee range. It is all little tweaks that can be easily managed.
Nightreaver wrote: »ZOS has stated that they " have plans to make stamina-based Sorcerer builds more competitive."So while the magicka Sorc has a full toolbox, the stamina Sorc has an empty one.
And as far as being competitive don't Sorcerer Stamina builds already out perform Sorcerer Magicka builds? Doesn't making Sorcerer Stamina builds more competitive make Sorcerer Magicka builds less so?
And where is their commitment to make Magicka-based Sorcerer builds more competitive?
And how seriously can you take their request for player suggestions based on their history? How many player suggestions do see implemented? How many changes were made to the class that no one ever asked for or wanted? Much of this thread is in respect to Magicka builds yet their only response is that they want to make STAMINA builds more competitive? Seriously?
Empowered ward - give me something other than increased by 30% on self morph, honestly that one feels....half-assed.
Your response here also seems to indicate that you are sure that Sorc is less DPS than other classes in trial situations and I'd love if you or some other guild (WHERE YOU AT HODOR?? @Alcast ) to come along and let us know their real in game 1.6 experience in trials.
Your response here also seems to indicate that you are sure that Sorc is less DPS than other classes in trial situations and I'd love if you or some other guild (WHERE YOU AT HODOR?? @Alcast ) to come along and let us know their real in game 1.6 experience in trials.
I don't really agree with this point.
MMOs are by definition massive, they cater to many.
Game balance has to be made on a Gaussian distribution of player skills, gear and guild, not on the top of the top of the top. Otherwise we fall into the "Mount Everest skill cap fallacy" that also affected other MMOs: that is having a class that potentially may be as strong if not even stronger than others, but only 0.1% of the playerbase ever manage to see that done.
At the same time, other classes (usually "warrior template") are universally made easy to learn and pretty effective for the masses.
Now, if ESO had been ToA, where they explicitly tell you that a certain race is meant to be very powerful but close to impossible to play, then people would actively choose to submit themselves to the ordaly.
But no, ESO does not show that.
I happen to know an Hodor player (one of their best ones) because he is in my guild too.
I would NEVER use him as a "meter". He spends endless hours perfecting the tiniest details, he alone can outplay 4-5 fairly competent other players and so on and on.
You can bet he could be that one 15k DPS sorc in the whole world, posting non Photoshopped or tricked screenshots of his deeds.
Is it OK to accept his 15k as "the fair value to which measure any average Joe"?
I don't think so.
You don't usually consider realistic that 4 liters per 100km fuel consumption they advertise for your car, do you? And then you find out it's measured with zero air, satin paved road, $1000 a piece tires, computer assisted acceleration and so on and on. In "real life" the same car easily consumes 5-6 liters per 100km.
Same for MMOs. You just can't set as "benchmark" the top world guild with flawless players who already heavily outgear all content and have everything on heavy farm status (including where they measure the performance). Otherwise you totally screw up game balance for the remaining 99.9% of the playerbase, who shall NEVER enjoy the same situation.
ZOS_GinaBruno wrote: »We do still have plans to make stamina-based Sorcerer builds more competitive. That said, it’s going to take some time to make comprehensive changes that are balanced, fully tested (both internally and on the PTS), and also include appropriate visual effects. We’re currently keeping an eye on data since Update 6 was published, and have some ideas on what we’d like to pursue. What would you all like to see to make stamina Sorcs a more viable build to use?
ZOS_GinaBruno wrote: »We do still have plans to make stamina-based Sorcerer builds more competitive. That said, it’s going to take some time to make comprehensive changes that are balanced, fully tested (both internally and on the PTS), and also include appropriate visual effects. We’re currently keeping an eye on data since Update 6 was published, and have some ideas on what we’d like to pursue. What would you all like to see to make stamina Sorcs a more viable build to use?