I think the thing that bothers me about Sorc's (of which I am one and has been my only max rank toon since release) is that nowadays our DPS is basically reliant on a cheezy setup and boring "rotation" to reach ridiculously good numbers. Last night I did 22k DPS on Urata over 16 seconds with overload and one liquid lightning. It was funny, but it wasn't fun. The problem is if I don't use overload, then I'm a really pedestrian DPS who also doesn't have any real utility to my group/raid other than a really watered down negate that's generally just a matter of convenience. Right now, Sorcs are extremely competitive as a trials DPS class simply because of Overload, but if you take it away or nerf it then we'll go back to being pretty undesirable like a few months ago.
What I really wish for is that Sorcs just got a really nice passive boost to spell damage while using a destro/resto staff. I wouldn't be encouraged to use a dwield/2h setup for my execute bar because it offers more spell damage, and it'd also give Sorcs a bump in healing over DKs and NBs who still have much more useful class skills in that area, while also increasing our sustainable DPS a bit. Then you can make Overload less stupid so that the best damage in the game can't be done while spamming left click.
byrom101b16_ESO wrote: »
A poll will get the truth?
Um....ok. So if enough people say one thing, its true?
Knowledge must be a good way too? Lets share some!
Go ask the good skilled sorcerers for tips. Look around all skills and try stuffs. Player skill takes time. Can't be bought for crowns. Ability to adapt is more OP then any class skill.
Sorcerers don't have good stamina damage?
Sure, sucks going 2H with overload, doesn't it? Might be the biggest damage in game apart from Sieges and Synergies?
I am not trying to be rude, but explaining why maybe tweaking the class isn't the first place to look.
- Fixing buggy and trial-useless pets and their mechanics
Yes, they are a bit buggy but at least your pet don't insta die. ZoS saying they get a fix. (I don't count bugs)- Reducing or eliminating the prevalence of toggle skills
So..you want to pay magika for a toggle skill?- Reducing the unparalleled spike damage potential of PvP Sorcs.
PvP - any class got all kinds of "spike damage". Up to the players and gear, more then class.
A level 10 with sieges, or even hide/sneak attack does more damage then any "normal" attacks.
There isn't a problem here. Elaborate?- Increasing the low sustained dps of Sorcerers relative to other classes
To many examples. Look around the class skills, ultimates and morphs. Combine them with many different sets and abilities (Global). Oh, light and heavy attacks.... And that freakin OP pet!
Your magika attacks scales of your pool of magika, which you by class have a lot of. Theorycrafting sorcerers does more damage with magika attacks then all other 3 classes. In theory....
DPS is might trick you. Sometimes doing less damage but constant is better. Sometimes burst DPS. Or weave in stuns, interupts, heals, buffs or what not. Even light/heavy attacks counts now. Type of damage is important too. Did I mention your pet is OP since you can just re-summon it?
DPS is nice but not the tool to value your damage.- Replacing useless or redundant magicka skills with better ones
What ability? Non are useless? Explain?- Increasing synergy, which is poor as the class currently stands
Try surge and get your team members to press the damn synergy key. This is a common misconception.
Power comes from your team mates ability to press X (or where the heck it is.)
The abilities are fine.- Giving the class back it's utility, which was nerfed in PvE due largely to PvP complaints
Um, nope. The class skills got balanced, adding a buff/debuff system and made ultimates utility work with different effects with both morph and stacking of other skills.
Before 1.6, there was just 1 ultimate with 1 set morph for all Sorcerers = Negate Magic (or kick from group).
The class got much more utility in 1.6 and reduced any obvious OP choice.
Also, changed due to complaints. Isn't that what you trying to do? Hows that bad?- Reducing reliance on non-class abilities, which are often considerably more superior
You lost me. So global abilities that everyone can use are......unbalanced? Because.....everyone can use them? Please elaborate. What skill(s) are sorcerers more reliant on then the other 3 classes? Or other builds of sorcerers?
You can pick what you want but not at the same time. Again, it is about player skill. Not the skill itself.
Note: Just because one build seams good, you might do better with something else`.- Replacing useless Sorcerer skill morphs with better magicka morphs
Sorcerers are focus magika but not bound only to use magika.
Skill A may not be what you want in build B, but that doesn't make it useless. Look again. Ask mighty mages!
How much spell penetration should you have over other 3 classes?- Hybridising useless Sorcerer magicka skills with stamina morphs
You want to hybrid or think hybrid is useless?
They made all class skills valid. But non OP.- Making Sorcerer main-healing viable at all
Sorcerers are focus magika. Not healing (Thats the OP Templar class). Sorcerers have magika ways to heal, regen and absorb damage. Check again!
Block and healing potions works!
And that freakin shield of yours!
Healing staff everyone can do. Its about magika pool and crit. Which the class got lots in.- Making Sorcerer tanking more viable
Gear, type of armor, block and simple move is much more tank then any class (DK selfheal is good though).
Again, Sorcerers are focused Magika. They have class skills for other things but do not master them.
You have magika. There are skills that use magika to heal, absorb or defend you. Look around.
Heavy attack returns quite a bit of magika. Bit to much maybe....- Making non-staff Sorcerers more viable
Erhm. Overload, light attacks, Undaunted, any damn melee weapon!
Weapons across the board isnt that heavy reliant on class skill. Helps but use your build is far more important. You can choose widely but not all at the same time.- Removing cooldown on Surge random damage proc self-heal and replacing with more reliable mechanic
The cooldown and proc are balanced with other classes skills. Common mistake only to look at your class and not how gimp DK GOT! Classes are not mirror of each other. But balanced.
Sorcerers got a big advantage over other classes when it comes to magika damage use. Helps healing too...
Chat with some of the grand Magus (heh) in Cyro. Look around at skills, global skills, morphs, gear and factor in buff/debuff. You might find good things I haven't.
Your frustration might be valid, but not your conclusion where to look for a solution!
jelliedsoup wrote: »More dps and tanking and I'd give up pvp altogether.
Drago Belsazar wrote: »jelliedsoup wrote: »More dps and tanking and I'd give up pvp altogether.
Exactly. My greatest wish would be a in strength to other classes comparable Sorcerer Tank. The Bloodmagic Passive is to weak for Self-Heal AND there are no decent Instant(i.e. a weaker Instant Shard without Stun) Casts to use this Self-Heal as a Tank. That's why Life is pretty Useless for Sorcerer. The Sorcerer is in need for Life-Scaling abilities, and the only one that exist is the Clannfear which is a really bad one. A Tank can't cast. And I really believe, that Zenimax should find a way to strengthen this natural Life based Tank, Heavy Armor - Not the Magicka Shield based Tank - because there are Ages between them. At the Moment a Magicka Sorcerer with Damage-Shields survive more, while he's making far more damage.
What I also think is, that the Sorcerer with Surge+Blood Magic don't need a Direct Self-Heal like Dragon Blood. Surge+Blood Magic are like HoT Effects and to stay in Line with these specific Abilities of Sorcerer, it should be more like a HoT Dragon Blood with regen Effects. A Direct Heal would compete with Surge+Blood Magic and would prevent them to "work".
Another good idea to strengthen Tank-Builds/AoE DPS at the cost of more risk is to change one Morph of Lightning Splash to an Aura like Lightning Form.
On my List too:
-Remove Cooldown of Surge
-Velocious Curse changed to a DoT
-Both Forms of Aegis are to weak and are in need of a Buff. In Addition I think they should strengthen your Defence instead your DPS, that would be more logical as long it's shown as an Armor.
-Do not weaken Magicka Sorcerer by changing Morphs to Stamina.
https://www.youtube.com/watch?v=Q20Uq90cC4Ubyrom101b16_ESO wrote: »I think the thing that bothers me about Sorc's (of which I am one and has been my only max rank toon since release) is that nowadays our DPS is basically reliant on a cheezy setup and boring "rotation" to reach ridiculously good numbers. Last night I did 22k DPS on Urata over 16 seconds with overload and one liquid lightning. It was funny, but it wasn't fun. The problem is if I don't use overload, then I'm a really pedestrian DPS who also doesn't have any real utility to my group/raid other than a really watered down negate that's generally just a matter of convenience. Right now, Sorcs are extremely competitive as a trials DPS class simply because of Overload, but if you take it away or nerf it then we'll go back to being pretty undesirable like a few months ago.
What I really wish for is that Sorcs just got a really nice passive boost to spell damage while using a destro/resto staff. I wouldn't be encouraged to use a dwield/2h setup for my execute bar because it offers more spell damage, and it'd also give Sorcs a bump in healing over DKs and NBs who still have much more useful class skills in that area, while also increasing our sustainable DPS a bit. Then you can make Overload less stupid so that the best damage in the game can't be done while spamming left click.
You say they are competitive using a 16 second example with spamming and ultimate.
That's really not helpful commentary, nor accurate. Sustained dps is poor in PvE, spike dps is perhaps too good in PvP.
Sorcerers need looking at to resolve this and many other issues.
byrom101b16_ESO wrote: »I think the thing that bothers me about Sorc's (of which I am one and has been my only max rank toon since release) is that nowadays our DPS is basically reliant on a cheezy setup and boring "rotation" to reach ridiculously good numbers. Last night I did 22k DPS on Urata over 16 seconds with overload and one liquid lightning. It was funny, but it wasn't fun. The problem is if I don't use overload, then I'm a really pedestrian DPS who also doesn't have any real utility to my group/raid other than a really watered down negate that's generally just a matter of convenience. Right now, Sorcs are extremely competitive as a trials DPS class simply because of Overload, but if you take it away or nerf it then we'll go back to being pretty undesirable like a few months ago.
What I really wish for is that Sorcs just got a really nice passive boost to spell damage while using a destro/resto staff. I wouldn't be encouraged to use a dwield/2h setup for my execute bar because it offers more spell damage, and it'd also give Sorcs a bump in healing over DKs and NBs who still have much more useful class skills in that area, while also increasing our sustainable DPS a bit. Then you can make Overload less stupid so that the best damage in the game can't be done while spamming left click.
You say they are competitive using a 16 second example with spamming and ultimate.
That's really not helpful commentary, nor accurate. Sustained dps is poor in PvE, spike dps is perhaps too good in PvP.
Sorcerers need looking at to resolve this and many other issues.
Let's be very clear, that was simply an example of how stupid overload can be. Give me any fight in the game that I go into with full ultimate and a sorc should do as good DPS as anyone else, and depending on the simplicity of the encounter and the number of targets, probably even more. It's a simple fact that power overload light attacks are too ridiculously strong right now. 1000 ultimate will last almost 70 seconds if you're spamming light attacks, and I've easily averaged over 20k per hit of the light attack, sometimes even more depending on war horn and combat prayer. The problem is that if I don't use overload at all because it's boring and the gameplay is hardly interesting, THEN my DPS is pretty pedestrian, and I agree with that.
My proposed solution is pretty simple and I think addresses the core issue well. The reason this is so bad is because of how effective it is to use 2h/dwield on the off bar to get an extra 400 spell power which ends up being a huge boost to overload. If sorcs had a passive to get that spell damage boost on destro/resto staves, it would make their regular sustained DPS much better while making overload worse than it is now by comparison, and instead of being a must to do comparable (or more) DPS than DKs and what not, I'd have more flexibility with deciding what to use for my ult, and I'd enjoy playing the game more since I'd be doing more than left clicking.
Seriously, if you play a sorc and you haven't tried out the dwield/2h offbar for overload, go do it before you comment anymore. It is so ridiculously strong and better than anything else Sorcs can do for DPS, it's just dumb.
Joy_Division wrote: »As one of the many people who have criticized ZoS's neglect of sorcerers in the past, I feel obliged to say this: the class is in less need of "fixing" than the other three right now. It is true there is a lack of synergy for stamina sorcs, toggles are annoying, some of their skills are inefficient or ineffective, but I will say that in the SO raid I run with (which has many of the top scores). it is a sorc who parses the highest DPS and the class is a beast in PvP.
Look, I'm pretty realistic and I make a pointed effort to be objective about things involving numbers, since there really is a "right" and a "wrong" when it comes to math. You can go back 2 weeks and look at my posts and see me complaining about sorceror DPS and how much we're in need of something to make us on par with other classes in terms of utility and viability. I don't have the ability/knowledge to make videos for you to prove something, but I know for a fact I'm not the only sorc player who is using overload light attacks to do stupid DPS over long periods of time. It's really very easy to see for yourself, like I said, go get a purple 2h weapon, swap into overload while using it and just pop structured entropy every 15 seconds (from your overload bar of course). You will do a lot more single target DPS than you've ever done before, and it is pretty much as easy of a "rotation" as there exists in the game.
My objective in this thread is to be reasonable/rational about what Sorcs need. If we just get plain buffed without anyone acknowledging what methods we already have right now for being incredibly good DPS, then it's simply not fair. What we need is a method to do better sustained DPS without overload, because that's what's lacking. However, I no longer agree that Sorceror's aren't great DPS in trials, because it's simply not true. We are, we're amazing DPS in trials. We just don't have the utility DKs and nightblades can offer, but we absolutely most definitely have the DPS.
This about sums it up. @ZOS_GinaBruno, any word yet from Eric's team as to sorcerer changes? I recall a post made back in February saying that he was looking it over but didn't have a chance to post a write up and was wondering if they were intending on reviewing feedback for so long without providing some word as to what they were doing, if anything at all.
This about sums it up. @ZOS_GinaBruno, any word yet from Eric's team as to sorcerer changes? I recall a post made back in February saying that he was looking it over but didn't have a chance to post a write up and was wondering if they were intending on reviewing feedback for so long without providing some word as to what they were doing, if anything at all.
lol.
They have already stated in live streams (didn't bother watching the latest) that Sorc's was fine the way they were (being behind all classes in all roles). You guys want the Sorc to have some meaningful improvements good luck, I'm not planning on pissing in the wind for these changes though.
@Drago Belsazar
About armor: sorc has Ward.
About tanking - sorcs are good tanks.https://www.youtube.com/watch?v=Q20Uq90cC4U
byrom101b16_ESO wrote: »[*] Hybridising useless Sorcerer magicka skills with stamina morphs
byrom101b16_ESO wrote: »[*] Hybridising useless Sorcerer magicka skills with stamina morphs
You know, I see this talk of changing a bunch of sorcerer morphs to have stamina on them scattered all over the forums and I have to ask, if you wanted to play a warrior, why did you choose to play a sorcerer?
I understand wanting to play as a battlemage. Being a mage that wears armor and can hit things with weapons and hit them with a bolt of lightning at the same time. That's the way I like to do things. But I think people might be forgetting the "mage" part of battlemage. Mage, as in magic. You specialize in throwing fireballs from your fingers by tapping into the cosmic energy flow or whatever and creating fire. Leave the grunting to shoot fire out your butt to the warriors who've had too much ale and decided to play with a torch.
If it's about game balance of hybrid builds, then we'd be better off with another solution IMO. One that doesn't involve sacrificing diversity by splitting the sorcerer class into only two possible versions.
byrom101b16_ESO wrote: »
But right now - there is no explanation as to why change 'x' is planned over change 'y', or why only some proponents of change are getting what they want in the face of others who will be negatively impacted by it.
byrom101b16_ESO wrote: »[*] Hybridising useless Sorcerer magicka skills with stamina morphs
You know, I see this talk of changing a bunch of sorcerer morphs to have stamina on them scattered all over the forums and I have to ask, if you wanted to play a warrior, why did you choose to play a sorcerer?
I understand wanting to play as a battlemage. Being a mage that wears armor and can hit things with weapons and hit them with a bolt of lightning at the same time. That's the way I like to do things. But I think people might be forgetting the "mage" part of battlemage. Mage, as in magic. You specialize in throwing fireballs from your fingers by tapping into the cosmic energy flow or whatever and creating fire. Leave the grunting to shoot fire out your butt to the warriors who've had too much ale and decided to play with a torch.
If it's about game balance of hybrid builds, then we'd be better off with another solution IMO. One that doesn't involve sacrificing diversity by splitting the sorcerer class into only two possible versions.
byrom101b16_ESO wrote: »[*] Hybridising useless Sorcerer magicka skills with stamina morphs
You know, I see this talk of changing a bunch of sorcerer morphs to have stamina on them scattered all over the forums and I have to ask, if you wanted to play a warrior, why did you choose to play a sorcerer?
I understand wanting to play as a battlemage. Being a mage that wears armor and can hit things with weapons and hit them with a bolt of lightning at the same time. That's the way I like to do things. But I think people might be forgetting the "mage" part of battlemage. Mage, as in magic. You specialize in throwing fireballs from your fingers by tapping into the cosmic energy flow or whatever and creating fire. Leave the grunting to shoot fire out your butt to the warriors who've had too much ale and decided to play with a torch.
If it's about game balance of hybrid builds, then we'd be better off with another solution IMO. One that doesn't involve sacrificing diversity by splitting the sorcerer class into only two possible versions.
Please! Stopping the in-fighting would be great.
byrom101b16_ESO wrote: »
But right now - there is no explanation as to why change 'x' is planned over change 'y', or why only some proponents of change are getting what they want in the face of others who will be negatively impacted by it.
This is why change X is planned over change Y.
DK changes that affect stamina buildsSearing Strike
Unstable Flames (morph): This ability now scales off Stamina and Attack Power and costs Stamina. Damage is mitigated by your target’s melee defense statistics.
Fiery Breath
Burning Breath (morph): This ability will now scale off of stamina and weapon power, and is mitigated by your target’s melee defense statistics. This ability now applies the Major Fracture debuff to your target.
Inferno
Flames of Oblivion (morph): This ability now provides the same effect as Inferno, as well as providing the Major Savagery (that is weapon crit) buff while active.
Molten Weapons
This ability will no longer buff allies. Instead, activating Molten Weapons will increase your heavy attack damage by 40% for 7 seconds. The duration increases with each additional rank.
Igneous Weapons (morph): Using a heavy attack while this ability is active will increase its duration by one second.
Molten Armaments (morph): This ability now increases the extra damage against low health targets.
Slightly reduced the cost of Molten Weapons and its morphs.
Earthen Heart
Mountain’s Blessing: This passive now also grants all allies within 30 meters the buff Minor Brutality for 10 seconds at Rank I, or 20 seconds at Rank II.
NB changes that affect stamina buildsAssassins Blade
Killer’s Blade (morph): This is now a stamina-based ability. The heal from this ability will now be applied if your target dies within 2 seconds of the ability being used, regardless of who killed the target.
Teleport Strike
Ambush: This ability now uses stamina instead of magicka, and applies the Minor Berserk buff on the next attack.
Mark Target
This ability now grants the Major Breach and Major Fracture buffs.
Removed the penalty from this ability.
This ability can now be cast on any target.
Reduced the cost of this ability by approximately 50%, and reduced the duration to 20 seconds.
Piercing Mark (morph): The duration of this ability now scales with ability ranks up to a maximum of 30 seconds.
Reaper’s Mark (morph): This ability now grants the Major Berserk buff for 8 seconds after the target is killed.
Veiled Strike
Surprise Attack (morph): This morph is now a stamina-based ability, now applies the Major Fracture debuff, and will no longer reduce your target’s armor if they dodge the initial attack.
Drain Power
The damage caused by Drain Power no longer scales with the number of targets hit. Instead, you will receive a Major Brutality buff when damaging at least one target.
Power Extraction (morph): This ability now scales off weapon damage and stamina instead of magicka and spell damage. The damage has also been increased by 10%.
Templar changes that affect stamina buildsPuncturing Strikes
Biting Jabs (morph): This ability now scales off stamina and weapon power, and now also provides the Major Savagery buff.
Piercing Javelin
Binding Javelin (morph): This ability now scales off stamina and weapon power.
Backlash
Power of Light (morph): This ability now applies the Minor Fracture debuff to your target, and the damage caps are derived from your maximum stamina.
Aedric Spear
Burning Light: The damage from this passive is now derived from your highest stats (stamina or magicka based).
Aedric Spear
Balance Warrior: Increased the weapon damage from this passive to 3% at Rank I, and 6% at Rank II.
Sorc changes that affect stamina buildsBound Armor
Bound Armaments (morph): This ability now costs Stamina instead of Magicka, gives you a bonus to stamina instead of magicka, and increases the damage done by heavy attacks.
Dark Exchange
Dark Deal (morph): This ability now converts magicka into health and stamina.byrom101b16_ESO wrote: »[*] Hybridising useless Sorcerer magicka skills with stamina morphs
You know, I see this talk of changing a bunch of sorcerer morphs to have stamina on them scattered all over the forums and I have to ask, if you wanted to play a warrior, why did you choose to play a sorcerer?
I understand wanting to play as a battlemage. Being a mage that wears armor and can hit things with weapons and hit them with a bolt of lightning at the same time. That's the way I like to do things. But I think people might be forgetting the "mage" part of battlemage. Mage, as in magic. You specialize in throwing fireballs from your fingers by tapping into the cosmic energy flow or whatever and creating fire. Leave the grunting to shoot fire out your butt to the warriors who've had too much ale and decided to play with a torch.
If it's about game balance of hybrid builds, then we'd be better off with another solution IMO. One that doesn't involve sacrificing diversity by splitting the sorcerer class into only two possible versions.
Did you know that Sorcerer for the vast majority of the game so far was able to reach weapon dmg numbers that other classes could not? You honestly can sit there and say that even though ALL CLASSES started as magicka only, that Sorc is the only one that doesn't deserve some stamina morph options? You do realize that two more stam morphs and a little more stam synergy with a passive or two is all I personally expect?
It is selfish to push your own agenda when you know that their is a disparity between build options that are offered to each class.
Other classes need a whole lot more work than Sorcerers. DKs with their weak passives, Templars with their weak and often useless and buggy skills, and Nightblades with their buggy Dark Cloak.
@byrom101b16_ESO Your whole PS section in the post I quoted was you saying you don't understand why ZOS identified stamina/healing/tanking as a Sorc problem and not magicka. Maybe you should keep your own opinions out of this thread then if you do not want someone to respond to them. Your whole list on the OP is tainted by the use of of the word hybridization. There are stamina/weapon power builds and there are magicka/spell power builds and implying that adding stamina options to the Sorc class is hybridization is wrong. Also, a poll means nothing. There is no magic number out there that only x% of people voted for stamina option so it shouldn't happen. All classes can be magicka or stamina builds (FACT) and Sorc got screwed when it comes to stamina moprhs/passives. Your poll is irrelevant.
byrom101b16_ESO wrote: »@byrom101b16_ESO Your whole PS section in the post I quoted was you saying you don't understand why ZOS identified stamina/healing/tanking as a Sorc problem and not magicka. Maybe you should keep your own opinions out of this thread then if you do not want someone to respond to them. Your whole list on the OP is tainted by the use of of the word hybridization. There are stamina/weapon power builds and there are magicka/spell power builds and implying that adding stamina options to the Sorc class is hybridization is wrong. Also, a poll means nothing. There is no magic number out there that only x% of people voted for stamina option so it shouldn't happen. All classes can be magicka or stamina builds (FACT) and Sorc got screwed when it comes to stamina moprhs/passives. Your poll is irrelevant.
This is your answer..?
...you could have instead asked for a rewording of the list, or additions to it. You could have been constructive and thought about other points of view.
Only when I was asked, or it was relevant did I offer a little of my own opinion, and every time made clear that mine was as irrelevant and off-point as the rest.
That's what the thread is about Erock - admitting your way isn't necessarily the 'one true way' and discussing a better way to find out what most people want.
... nevermind - the idea of other people being given their say even if they don't frequent the forums is lost on you, clearly...