PainfulFAFA wrote: »fix stam sorc.
Justice31st wrote: »Seriously? Sorcs shields are even more OP now with the extra psychical damage mitigation from shield stacking the new DB annulment buff. I am sure the Sorcs 40k magicka from not having to run the impenetrable trait in PvP (due to shields not being able to be crittable; which is ridiculously OP) will be fine with the extra shield recasts. And don't even get me started on PvE; that is what healers are for. Besides, how many sorcs while engaged in combat in PvP only reapply shields every 6+ seconds LOL... If you are answered you do, then your class is OP. @ZOS_GinaBruno @Wrobel @ZOS_Finn
Justice31st wrote: »bloodenragedb14_ESO wrote: »Justice31st wrote: »Seriously? Sorcs shields are even more OP now with the extra psychical damage mitigation from shield stacking the new DB annulment buff. I am sure the Sorcs 40k magicka from not having to run the impenetrable trait in PvP (due to shields not being able to be crittable; which is ridiculously OP) will be fine with the extra shield recasts. And don't even get me started on PvE; that is what healers are for. Besides, how many sorcs while engaged in combat in PvP only reapply shields every 6+ seconds LOL... If you are answered you do, then your class is OP. @ZOS_GinaBruno @Wrobel @ZOS_FinnIt will be interesting if some of the elites can sustain their 20k sheilds with their harness Magika and hardened Ward stacking with these changes. I just look at the sheild which is the same as their health bar on live and as a Magika player I won't even bother trying to take them out.
The big problem is with PVE
i am a pve'er, pvp does not intrest me much, but im still getting my builds trashed because pvp'ers whine.
There are hundreds of ways to fix the 'balancing' problems, and i use the term 'problem' lightly, as this is a class based mmo, and classes are not supposed to be reskins of the same thing, some classes are better at one role, while others are better at other roles, this war to make the classes perfectly balanced is disgusting to me, but i digress
there are hundreds of ways to fix these problems so that the balances will not effect players in PVE, but for some reason, ZOS seems to not be doing them.
Shield stacking, pretty simple fix is to only allow one shield to be active at a time, problem solved
But nerfing the duration? to barely a fraction of what it was before?
im disgusted, both with the devs and the people continually trying to justify it. There is no justification, pve is simply to big a part of the game for the pvp'ers to be the only ones that get their 'balancing' ways.
Where there was once hope for the potential of this game as a mmo, there is only rage and indignation
That is your problem, you don't PvP. You don't get blamed if you die due to shield stacking in PvE (you have healers to blame if you die in PvE)
Justice31st wrote: »bloodenragedb14_ESO wrote: »Justice31st wrote: »bloodenragedb14_ESO wrote: »Justice31st wrote: »Seriously? Sorcs shields are even more OP now with the extra psychical damage mitigation from shield stacking the new DB annulment buff. I am sure the Sorcs 40k magicka from not having to run the impenetrable trait in PvP (due to shields not being able to be crittable; which is ridiculously OP) will be fine with the extra shield recasts. And don't even get me started on PvE; that is what healers are for. Besides, how many sorcs while engaged in combat in PvP only reapply shields every 6+ seconds LOL... If you are answered you do, then your class is OP. @ZOS_GinaBruno @Wrobel @ZOS_FinnIt will be interesting if some of the elites can sustain their 20k sheilds with their harness Magika and hardened Ward stacking with these changes. I just look at the sheild which is the same as their health bar on live and as a Magika player I won't even bother trying to take them out.
The big problem is with PVE
i am a pve'er, pvp does not intrest me much, but im still getting my builds trashed because pvp'ers whine.
There are hundreds of ways to fix the 'balancing' problems, and i use the term 'problem' lightly, as this is a class based mmo, and classes are not supposed to be reskins of the same thing, some classes are better at one role, while others are better at other roles, this war to make the classes perfectly balanced is disgusting to me, but i digress
there are hundreds of ways to fix these problems so that the balances will not effect players in PVE, but for some reason, ZOS seems to not be doing them.
Shield stacking, pretty simple fix is to only allow one shield to be active at a time, problem solved
But nerfing the duration? to barely a fraction of what it was before?
im disgusted, both with the devs and the people continually trying to justify it. There is no justification, pve is simply to big a part of the game for the pvp'ers to be the only ones that get their 'balancing' ways.
Where there was once hope for the potential of this game as a mmo, there is only rage and indignation
That is your problem, you don't PvP. You don't get blamed if you die due to shield stacking in PvE (you have healers to blame if you die in PvE)
im not the only one with this problem, many others have voiced their opinion upon the duration nerf, many may have differing reasons, some the same, but my opinion is not invalidated simply because you assume something about myself
Im mostly a solo'er, and ive been rolling with the same build more or less since early access. i count on the longer lasting shields to protect my pets, honestly if im getting attacked im doing something wrong in my mindset. i rely on my clanfear to pull aggro, my twilight to dps, i play support/dps. I count on those longer lasting shields to protect my pets from the telegraphed attacks. This build has served my purposes well in pve, i enjoy playing it. I do not want to be stuck in a cookie cutter build that i do not enjoy playing. Even now this build i use is weak dps, but it gets the job done, may take longer than some, but i enjoy it, because it is more or less how i played past tes games.
however, now my builds are torched. the builds i have been playing are now rendered to a very fraction of their usefullness because you believe your's is the only playstyle worth balancing the game for.
This attitude disgusts me
There needs to be a middle ground found, where both pvp and pve are happy, HAPPY, with the changes, not just tolerate.
Ill say this again, PVE is simply too large a part of the game to simply sweep under the rug here, and so long as there are people that will continue to try, ill be there to rip that rug off the floor
Are you saying 6 second recasts are too high of a skill level for you? And what is your pet tanking that the mobs or bosses do not destroy the shields within 6 seconds? Your pets shouldn't be invincible.
bloodenragedb14_ESO wrote: »i love it when others explain something far better than i can before im done typing up my responses
Khaos_Bane wrote: »The pet mechanics/control in this game is so bad, I'm surprised ZOS has even gone down the road of encouraging more pets. They buff pets but the control you have over them is so limited that it makes them useless.
Khaos_Bane wrote: »The pet mechanics/control in this game is so bad, I'm surprised ZOS has even gone down the road of encouraging more pets. They buff pets but the control you have over them is so limited that it makes them useless.
How are they encouraging pet builds? They havn't given us a pet set since vr 12... unless ur talking about the *chance* on light attack stamina based proc sets. Assuming you can control the pets, The pets still do crap damage for taking 4 skill slots to even have them up...and not having cp effect them at all. Twilight still gets 1 shot in DB....
And lets not ignore the elephant in the room. Proxy counts pets as a target...so if you have a pure pet build like I have and are sporting 5 pets + yourself...do the math... I am getting hit harder by proxy then a entire ZERG is on live.
Pet builds do less dps then any other build (even healer templars pull off more dps then them WHILE HEALING!), Alot of bosses/icp banners and other things completely ignore the pets existence so they can't even be used as a flesh wall or to help tank/off tank ...
Which is a whole lot of reasons to never touch a pet builds because they cost alot and require doing dungeons that aren't exactly on the metas "farm list" (AA, banished cells, etc)
It's probably none of my business to suggest how this should be done, but this is how the summon tree could be made appealing to me, as a PVE Sorc.
To start, all summon abilities must be non-toggle. You may summon more than one of a certain creature, as specified at the end of the tooltips by {x}. Special abilities are activated by clicking the same key used to summon the creature, and applies to all of one type of creature.
Keep in mind, all values are the V16 versions and should be scaled down accordingly. Values given are at a preset of 3000 Spell Damage, but should scale off Spell Damage OR Weapon Damage, depending on which is higher.
All pets take on the same resistances, Spell/Weapon Damage, and Spell/Weapon Crit as their summoner. Damage is augmented by the appropriate Champion Point star.
All Shock Damage should have a chance to proc disintegrate.
ACTIVE ABILITIES
Atronach
Storm Atronach needs to last way longer to be a good option in PVP. They don't work well as tanks because a player in a 1v1 would probably be better off just ignoring it and waiting for it to wear off on its own, so we need a way to force someone to attack it. Leave the health the same, but increase the duration to something like a full minute so that another player is better off attacking it. Another option would be to make it last indefinitely, but lower the health.
Summon a storm atronach at the target location. The atronach's arrival deals 8000 Shock Damage and stuns nearby enemies for 10 seconds. The atronach cannot move but attacks the nearest enemy. The atronach's heavy attack chains to nearby targets.
An ally can activate charged Lightning giving both the ally and the atronach Major Berserk, increasing their damage by 25% for their next 3 attacks, as long as they are activated within 45 seconds. {1}
Familiar/Clannfear
Command the Powers of Oblivion to send a Daedric familiar to fight at your side. the Familiar's attacks deal 1500 Shock Damage. {3}
Given the amount of summons allowed, I suggest a high Magicka cost to compensate.
The familiar remains until killed or unsummoned.
Storm-Calling Clannfear
Magicka Cast. A tank summon. Command the powers of Oblivion to send a Clannfear to fight at your side. The Clannfear's attacks deal 1200 Shock Damage. Special Ability: Tail Swipe. Costs 1500 Magicka. The Clannfear performs a tail swipe, dealing 2500 Shock Damage to all nearby enemies. Attack takes 1 second and has a cool down of 1.5 seconds. Clannfear remains until killed or unsummoned. When the Clannfear is killed, restores 70% of your Magicka. (Rebate passive to augment this). {1}
Storm-Calling Clannfear has half of the Max Health of its summoner.
Angry Clannfear
Stamina cast. A tank summon. Command the powers of Oblivion to send a Clannfear to fight at your side. The Clannfears attacks deal 1000 Physical Damage. Special Ability: Tail Swipe. Costs 1500 Stamina. The Clannfear performs a tail swipe, dealing 2300 Physical Damage to all nearby enemies. Attack takes 1 second and has a cool down of 1.5 seconds. Clannfear remains until killed or unsummoned. When the Clannfear is killed, restores 70% of your Stamina. (Rebate passive to augment this). {1}
Daedric Curse
Curse an enemy with a destructive rune, dealing 10,000 Shock Damage to the target and 5,000 Shock Damage to all nearby enemies. Takes 6 Seconds to apply damage. Your pets deal an additional 40% Damage to cursed targets. Primary target may not return to stealth for 2 seconds after taking damage from Daedric Curse.
You may only have one Daedric Curse active at a time.
Velocious Curse
Magicka Cast. Curse an enemy with a destructive rune, dealing 10,000 Shock Damage to the target and 5,000 Shock Damage to all nearby enemies. Takes 3.5 Seconds to apply damage. Your pets deal an additional 40% Damage to cursed targets. Primary target may not return to stealth for 2 seconds after taking damage from Velocious Curse.
You may only have 2 Velocious Curses active at a time.
Daedric Blade
Stamina Cast. Summon a Daedric Blade to follow the enemy and attacking a spinning motion, dealing 9,000 Physical Damage to the target and 4,500 Physical Damage to all nearby enemies. Takes 3.5 Seconds to apply damage. Your pets deal an additional 40% Damage to cursed targets. Primary target may not return to stealth for 2 seconds after taking damage from Velocious Curse.
You may only have 2 Daedric Blades active at a time.
Winged Twilight
Call on Azura to send a winged twilight to fight at your side. The winged twilight's attacks deal 3500 Shock Damage.
The Winged Twilight remains until killed or unsummoned, and has 35% of the summoner's Max Health. {1}
Twilight Matriarch
Magicka cast. Call on Azura to send a winged twilight to fight at your side. The twilight's attacks deal 4,000 Shock Damage, and occasionally creates a lightning globe that snares all enemies within the radius for 3 seconds, and deals 3,000 Shock Damage per second they are snared. Special Ability: Resource Restoration. The twilight channels its Magicka into you, healing you for 300 Health per second, and restoring 400 Magicka Per Second. This disables the twilight from doing damage, and Conjured Ward + Morphs only affect the twilight from half their value while in Restoration mode. The twilight ceases channeling only when its Special Ability is deactivated, or the twilight is desummoned or killed. {1}
Twilight remains until killed or desummoned, and has 35% of the summoner's Max Health.
Jaded Twilight
Stamina cast. Call on Azura to send a winged twilight to fight at your side. The twilight's attacks deal 3,500 Physical Damage, and occasionally creates a purple globe that snares all enemies within the radius for 3 seconds, and deals 3,000 Physical Damage per second they are snared. Special Ability: Resource Restoration. The twilight channels its Magicka into you, healing you for 300 Health per second, and restoring 400 Stamina Per Second. This disables the twilight from doing damage, and Conjured Ward + Morphs only affect the twilight from half their value while in Restoration mode. The twilight ceases channeling only when its Special Ability is deactivated, or the twilight is desummoned or killed. {1}
Twilight remains until killed or desummoned, and has 35% of the summoner's Max Health.
Bound Armor
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that grants Major Resolve, increasing your Physical and Spell Resistance by 2000.
Bound Armor remains until the player is killed.
Bound Aegis
Magicka Cast. Protect yourself with the power of Oblivion, creating a suit of Daedric mail that grants Major Resolve, increasing your Physical and Spell Resistance by 2000.
Special Ability: Explode. Amor explodes, dealing 4000 Shock Damage to ally nearby enemies, but removing the armor buff. To regain the armor buff, Bound Aegis must be cast again. This effect has a cool down of 7 Seconds.
Additionally, Bound Aegis increases your Max Magicka by 5%, and your Spell Damage by 130.
Bound Armaments
Stamina Cast. Protect yourself with the power of Oblivion, creating a suit of Daedric mail that grants Major Resolve, increasing your Physical and Spell Resistance by 2000.
Special Ability: Negate. Negates 100% of the damage from the next attack that hits you, and grants immunity from any CC that the attack may have inflicted, but removing the armor buff. The regain the armor buff, Bound Armaments must be cast again.
Additionally, Bound Armaments increases your Max Stamina by 5%, and your Weapon Damage by 130.
Conjured Ward
Conjure globes of Daedric Energy for protection, granting a damage shield for you and your pets that absorbs 10,000 damage for 20 seconds.
Hardened Ward
Conjure globes of Daedric Energy for protection, granting a damage shield for you and your pets that absorbs 10,000 damage for 20 seconds. Your own globe can absorb 35% more damage.
Empowered Ward
Conjure globes of Daedric Energy for protection, granting a damage shield for you and your pets that absorbs 10,000 damage for 20 seconds. While the ward is active, your summoned pets deal an additional 40% damage, except the Storm Atronach, which only receives a 15% Bonus.
PASSIVE ABILITIES
All passive numerical values are assumed to be at x/x possible upgrade.
Rebate
When one of your summoned creatures is killed, you are restored an additional 1000 Magicka or Stamina, depending on which Max Value is higher.
Power Stone
Reduces the cost of Ultimate Abilities by 15%.
Daedric Protection
Increases your Stamina and Magicka Recovery by 20% for 3 minutes after casting a Daedric Summoning ability.
Expert Summoner
Increases the strength of your summoned creatures, in addition to all buffs provided by Empowered Ward:
Winged twilight deals 10% More Damage
Familiar and Clannfear have 20% More health
Storm Atronach's attack range is increased by 30%, and its duration is increased by 40%
So these are the ideas that I have to revamp the summoning tree. I am definitely open to feedback so please feel free to get it off your chest, whatever it is.
bloodenragedb14_ESO wrote: »Im mostly a solo'er, and ive been rolling with the same build more or less since early access. i count on the longer lasting shields to protect my pets, honestly if im getting attacked im doing something wrong in my mindset. i rely on my clanfear to pull aggro, my twilight to dps, i play support/dps. I count on those longer lasting shields to protect my pets from the telegraphed attacks. This build has served my purposes well in pve, i enjoy playing it. I do not want to be stuck in a cookie cutter build that i do not enjoy playing. Even now this build i use is weak dps, but it gets the job done, may take longer than some, but i enjoy it, because it is more or less how i played past tes games.
however, now my builds are torched. the builds i have been playing are now rendered to a very fraction of their usefullness because you believe your's is the only playstyle worth balancing the game for.
This attitude disgusts me
There needs to be a middle ground found, where both pvp and pve are happy, HAPPY, with the changes, not just tolerate.
Ill say this again, PVE is simply too large a part of the game to simply sweep under the rug here, and so long as there are people that will continue to try, ill be there to rip that rug off the floor
bloodenragedb14_ESO wrote: »Im mostly a solo'er, and ive been rolling with the same build more or less since early access. i count on the longer lasting shields to protect my pets, honestly if im getting attacked im doing something wrong in my mindset. i rely on my clanfear to pull aggro, my twilight to dps, i play support/dps. I count on those longer lasting shields to protect my pets from the telegraphed attacks. This build has served my purposes well in pve, i enjoy playing it. I do not want to be stuck in a cookie cutter build that i do not enjoy playing. Even now this build i use is weak dps, but it gets the job done, may take longer than some, but i enjoy it, because it is more or less how i played past tes games.
however, now my builds are torched. the builds i have been playing are now rendered to a very fraction of their usefullness because you believe your's is the only playstyle worth balancing the game for.
This attitude disgusts me
There needs to be a middle ground found, where both pvp and pve are happy, HAPPY, with the changes, not just tolerate.
Ill say this again, PVE is simply too large a part of the game to simply sweep under the rug here, and so long as there are people that will continue to try, ill be there to rip that rug off the floor
Ok let me thread a difficult needle here.
I too am a PVE player. No interest in PVP at all.
So, PVP bitter griping drives me nuts since i believe the majority of players play far more PVE than PVP while the PVPers are more dedicated at lobbying.
So, i can agree with your sentiments in many ways.
BUT...
To me one of the keystone elements of a living, breathing MMO is that it CHANGES and that means every so often the "build that works" shifts around, sometimes a lot. That usually means that the hyper-driven meta-max crows gets to be forced to rethink fairly often, but it ALSO means we all have to deal with changing realities and the fact that MY BUILD TODAY might not work tomorrow the same way.
I FIND THAT WONDERFUL. I consider the challenge of Seeing the changes, Analyzing the new results, Changing my way of doing things for some characters and then Killing the enemies in new ways to be a key enjoyment element that keeps the game fun over the long haul. SACK is good for me.
If i had a character that still did the same thing the same way for the same results now as it did a year ago, i would consider it a dead character, a stagnant one and yes, i deleted TWO veteran character bc that was the case and i did not see them as any fun. Replaced them with new ones.
Already, in ESO now, I have my so-called "main", just my first, playing thru a very different shield-less configuration and leveling some previously under-used skills etc. its working out well so far but it is still early and i wont re-gear anyone until after Db drops so its not complete yet. But it is exciting.
i also have two new characters in mind, waiting for slots and plan to totally ref-cus another, a VR16 and maybe one more.
So, to me, "hey my current build got hit so i have to find something new" is part of the magic of a living mmo as opposed to a static rules game.
If you haven't had to try seriously different builds in two years, you beat the curve and its possibly part of the reason skills are changing - so many saw them as THE ONLY BUILD.
YMMV and while i agree with you about the PVP driving changes issue, I think the shield short duration idea is a good one, think it will playtest out to a little longer maybe but not much and i think thats just part of the mmo world we should all expect.
YMMV
bloodenragedb14_ESO wrote: »Im mostly a solo'er, and ive been rolling with the same build more or less since early access. i count on the longer lasting shields to protect my pets, honestly if im getting attacked im doing something wrong in my mindset. i rely on my clanfear to pull aggro, my twilight to dps, i play support/dps. I count on those longer lasting shields to protect my pets from the telegraphed attacks. This build has served my purposes well in pve, i enjoy playing it. I do not want to be stuck in a cookie cutter build that i do not enjoy playing. Even now this build i use is weak dps, but it gets the job done, may take longer than some, but i enjoy it, because it is more or less how i played past tes games.
however, now my builds are torched. the builds i have been playing are now rendered to a very fraction of their usefullness because you believe your's is the only playstyle worth balancing the game for.
This attitude disgusts me
There needs to be a middle ground found, where both pvp and pve are happy, HAPPY, with the changes, not just tolerate.
Ill say this again, PVE is simply too large a part of the game to simply sweep under the rug here, and so long as there are people that will continue to try, ill be there to rip that rug off the floor
Ok let me thread a difficult needle here.
I too am a PVE player. No interest in PVP at all.
So, PVP bitter griping drives me nuts since i believe the majority of players play far more PVE than PVP while the PVPers are more dedicated at lobbying.
So, i can agree with your sentiments in many ways.
BUT...
To me one of the keystone elements of a living, breathing MMO is that it CHANGES and that means every so often the "build that works" shifts around, sometimes a lot. That usually means that the hyper-driven meta-max crows gets to be forced to rethink fairly often, but it ALSO means we all have to deal with changing realities and the fact that MY BUILD TODAY might not work tomorrow the same way.
I FIND THAT WONDERFUL. I consider the challenge of Seeing the changes, Analyzing the new results, Changing my way of doing things for some characters and then Killing the enemies in new ways to be a key enjoyment element that keeps the game fun over the long haul. SACK is good for me.
If i had a character that still did the same thing the same way for the same results now as it did a year ago, i would consider it a dead character, a stagnant one and yes, i deleted TWO veteran character bc that was the case and i did not see them as any fun. Replaced them with new ones.
Already, in ESO now, I have my so-called "main", just my first, playing thru a very different shield-less configuration and leveling some previously under-used skills etc. its working out well so far but it is still early and i wont re-gear anyone until after Db drops so its not complete yet. But it is exciting.
i also have two new characters in mind, waiting for slots and plan to totally ref-cus another, a VR16 and maybe one more.
So, to me, "hey my current build got hit so i have to find something new" is part of the magic of a living mmo as opposed to a static rules game.
If you haven't had to try seriously different builds in two years, you beat the curve and its possibly part of the reason skills are changing - so many saw them as THE ONLY BUILD.
YMMV and while i agree with you about the PVP driving changes issue, I think the shield short duration idea is a good one, think it will playtest out to a little longer maybe but not much and i think thats just part of the mmo world we should all expect.
YMMV
True, change is an element of MMOs and thus I am not against Zenimax changing spells, actually, I think there are a lot of spells in the Sorcerer's trees that need redesigning, such as Mines, Curse, Exchange (most useless skill in ESO), not to mention certain passives that affect very few of our spells.
The problem we have with this current change is that it was a significant Nerf to pretty much every possible Sorcerer build. Magika DPS heavily rellies on the use of Ward to compensate for the attribute points we do not spend in health to have a competitive DPS. The same is likely true for Sorcerer healers if anyone actually plays that. Tanks heavily rely on Ward for survival... All those play styles are heavily nerfed by this change...
And yet nearly nothing was given to the class to counter balance such a huge loss. Our DPS was not significantly increased, skills that are useless remain useless, certain passives were made even worse, certain skills that previously counted as DoTs no longer do, thus not being affected by the champion system. There is a lot of nerfing and nearly no buffing, that is not balancing, that is crushing and it is not the first time sorcerers go through this... It happens in every damn large patch.
So, try to understand, the problem is not that there is change, the problem is that a class is being with every new patch, made less and less viable in every role. That, I am sorry... It is just unfair, not to mention, it does not happen in other MMOs. It just doesn't... Not like this.
For stamina sorcerers I would really like to see wind be the theme in storm calling and some other skills, it seems they are already going with wind for stam sorcs anyways with the hurricane morph to lightning form, a few other skills that i think could follow this wind/physical damage/bleed damage theme would be:
- mages wrath: physical damage execute
- liquid lightning: tornado instead that does physical damage
- power overload: now is wind, does physical damage
- ball of lightning: stam morph that is wind, and does physical damage
- charged atronach: just like greater atronach but is a wind atronach that does physical damage
just some things I thought would be cool for stam sorc, ZOS could perfect the ideas seeing as im not thinking balance wise, just giving suggestions, and for ppl that have concerns with changes, pls provide suggestions as well, threatening to quit the game or just ranting isn't going to make the game better and I LOVE this game, would like for it to stick around
Justice31st wrote: »Seriously? Sorcs shields are even more OP now with the extra psychical damage mitigation from shield stacking the new DB annulment buff. I am sure the Sorcs 40k magicka from not having to run the impenetrable trait in PvP (due to shields not being able to be crittable; which is ridiculously OP) will be fine with the extra shield recasts. And don't even get me started on PvE; that is what healers are for. Besides, how many sorcs while engaged in combat in PvP only reapply shields every 6+ seconds LOL... If you are answered you do, then your class is OP. @ZOS_GinaBruno @Wrobel @ZOS_Finn
Yes, nerf skills to the ground because of PvP and screw PvE. It sucks that ZoS shares your opinion on how to balance this game
Justice31st wrote: »Justice31st wrote: »Seriously? Sorcs shields are even more OP now with the extra psychical damage mitigation from shield stacking the new DB annulment buff. I am sure the Sorcs 40k magicka from not having to run the impenetrable trait in PvP (due to shields not being able to be crittable; which is ridiculously OP) will be fine with the extra shield recasts. And don't even get me started on PvE; that is what healers are for. Besides, how many sorcs while engaged in combat in PvP only reapply shields every 6+ seconds LOL... If you are answered you do, then your class is OP. @ZOS_GinaBruno @Wrobel @ZOS_Finn
Yes, nerf skills to the ground because of PvP and screw PvE. It sucks that ZoS shares your opinion on how to balance this game
Sorc shields should of been nerfed along time ago. It is the most OP and unbalanced skill in the game.
Justice31st wrote: »Justice31st wrote: »Seriously? Sorcs shields are even more OP now with the extra psychical damage mitigation from shield stacking the new DB annulment buff. I am sure the Sorcs 40k magicka from not having to run the impenetrable trait in PvP (due to shields not being able to be crittable; which is ridiculously OP) will be fine with the extra shield recasts. And don't even get me started on PvE; that is what healers are for. Besides, how many sorcs while engaged in combat in PvP only reapply shields every 6+ seconds LOL... If you are answered you do, then your class is OP. @ZOS_GinaBruno @Wrobel @ZOS_Finn
Yes, nerf skills to the ground because of PvP and screw PvE. It sucks that ZoS shares your opinion on how to balance this game
Sorc shields should of been nerfed along time ago. It is the most OP and unbalanced skill in the game.
Justice31st wrote: »Seriously? Sorcs shields are even more OP now with the extra psychical damage mitigation from shield stacking the new DB annulment buff. I am sure the Sorcs 40k magicka from not having to run the impenetrable trait in PvP (due to shields not being able to be crittable; which is ridiculously OP) will be fine with the extra shield recasts. And don't even get me started on PvE; that is what healers are for. Besides, how many sorcs while engaged in combat in PvP only reapply shields every 6+ seconds LOL... If you are answered you do, then your class is OP. @ZOS_GinaBruno @Wrobel @ZOS_Finn
Oh lordy, I just realized ZOS' grand scheme with the pet buffs and heavy armor nerfs... clanfears are supposed to tank dungeons and trials!
It's probably none of my business to suggest how this should be done, but this is how the summon tree could be made appealing to me, as a PVE Sorc.
To start, all summon abilities must be non-toggle. You may summon more than one of a certain creature, as specified at the end of the tooltips by {x}. Special abilities are activated by clicking the same key used to summon the creature, and applies to all of one type of creature.
Keep in mind, all values are the V16 versions and should be scaled down accordingly. Values given are at a preset of 3000 Spell Damage, but should scale off Spell Damage OR Weapon Damage, depending on which is higher.
All pets take on the same resistances, Spell/Weapon Damage, and Spell/Weapon Crit as their summoner. Damage is augmented by the appropriate Champion Point star.
All Shock Damage should have a chance to proc disintegrate.
ACTIVE ABILITIES
Atronach
Storm Atronach needs to last way longer to be a good option in PVP. They don't work well as tanks because a player in a 1v1 would probably be better off just ignoring it and waiting for it to wear off on its own, so we need a way to force someone to attack it. Leave the health the same, but increase the duration to something like a full minute so that another player is better off attacking it. Another option would be to make it last indefinitely, but lower the health.
Summon a storm atronach at the target location. The atronach's arrival deals 8000 Shock Damage and stuns nearby enemies for 10 seconds. The atronach cannot move but attacks the nearest enemy. The atronach's heavy attack chains to nearby targets.
An ally can activate charged Lightning giving both the ally and the atronach Major Berserk, increasing their damage by 25% for their next 3 attacks, as long as they are activated within 45 seconds. {1}
Familiar/Clannfear
Command the Powers of Oblivion to send a Daedric familiar to fight at your side. the Familiar's attacks deal 1500 Shock Damage. {3}
Given the amount of summons allowed, I suggest a high Magicka cost to compensate.
The familiar remains until killed or unsummoned.
Storm-Calling Clannfear
Magicka Cast. A tank summon. Command the powers of Oblivion to send a Clannfear to fight at your side. The Clannfear's attacks deal 1200 Shock Damage. Special Ability: Tail Swipe. Costs 1500 Magicka. The Clannfear performs a tail swipe, dealing 2500 Shock Damage to all nearby enemies. Attack takes 1 second and has a cool down of 1.5 seconds. Clannfear remains until killed or unsummoned. When the Clannfear is killed, restores 70% of your Magicka. (Rebate passive to augment this). {1}
Storm-Calling Clannfear has half of the Max Health of its summoner.
Angry Clannfear
Stamina cast. A tank summon. Command the powers of Oblivion to send a Clannfear to fight at your side. The Clannfears attacks deal 1000 Physical Damage. Special Ability: Tail Swipe. Costs 1500 Stamina. The Clannfear performs a tail swipe, dealing 2300 Physical Damage to all nearby enemies. Attack takes 1 second and has a cool down of 1.5 seconds. Clannfear remains until killed or unsummoned. When the Clannfear is killed, restores 70% of your Stamina. (Rebate passive to augment this). {1}
Daedric Curse
Curse an enemy with a destructive rune, dealing 10,000 Shock Damage to the target and 5,000 Shock Damage to all nearby enemies. Takes 6 Seconds to apply damage. Your pets deal an additional 40% Damage to cursed targets. Primary target may not return to stealth for 2 seconds after taking damage from Daedric Curse.
You may only have one Daedric Curse active at a time.
Velocious Curse
Magicka Cast. Curse an enemy with a destructive rune, dealing 10,000 Shock Damage to the target and 5,000 Shock Damage to all nearby enemies. Takes 3.5 Seconds to apply damage. Your pets deal an additional 40% Damage to cursed targets. Primary target may not return to stealth for 2 seconds after taking damage from Velocious Curse.
You may only have 2 Velocious Curses active at a time.
Daedric Blade
Stamina Cast. Summon a Daedric Blade to follow the enemy and attacking a spinning motion, dealing 9,000 Physical Damage to the target and 4,500 Physical Damage to all nearby enemies. Takes 3.5 Seconds to apply damage. Your pets deal an additional 40% Damage to cursed targets. Primary target may not return to stealth for 2 seconds after taking damage from Velocious Curse.
You may only have 2 Daedric Blades active at a time.
Winged Twilight
Call on Azura to send a winged twilight to fight at your side. The winged twilight's attacks deal 3500 Shock Damage.
The Winged Twilight remains until killed or unsummoned, and has 35% of the summoner's Max Health. {1}
Twilight Matriarch
Magicka cast. Call on Azura to send a winged twilight to fight at your side. The twilight's attacks deal 4,000 Shock Damage, and occasionally creates a lightning globe that snares all enemies within the radius for 3 seconds, and deals 3,000 Shock Damage per second they are snared. Special Ability: Resource Restoration. The twilight channels its Magicka into you, healing you for 300 Health per second, and restoring 400 Magicka Per Second. This disables the twilight from doing damage, and Conjured Ward + Morphs only affect the twilight from half their value while in Restoration mode. The twilight ceases channeling only when its Special Ability is deactivated, or the twilight is desummoned or killed. {1}
Twilight remains until killed or desummoned, and has 35% of the summoner's Max Health.
Jaded Twilight
Stamina cast. Call on Azura to send a winged twilight to fight at your side. The twilight's attacks deal 3,500 Physical Damage, and occasionally creates a purple globe that snares all enemies within the radius for 3 seconds, and deals 3,000 Physical Damage per second they are snared. Special Ability: Resource Restoration. The twilight channels its Magicka into you, healing you for 300 Health per second, and restoring 400 Stamina Per Second. This disables the twilight from doing damage, and Conjured Ward + Morphs only affect the twilight from half their value while in Restoration mode. The twilight ceases channeling only when its Special Ability is deactivated, or the twilight is desummoned or killed. {1}
Twilight remains until killed or desummoned, and has 35% of the summoner's Max Health.
Bound Armor
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that grants Major Resolve, increasing your Physical and Spell Resistance by 2000.
Bound Armor remains until the player is killed.
Bound Aegis
Magicka Cast. Protect yourself with the power of Oblivion, creating a suit of Daedric mail that grants Major Resolve, increasing your Physical and Spell Resistance by 2000.
Special Ability: Explode. Amor explodes, dealing 4000 Shock Damage to ally nearby enemies, but removing the armor buff. To regain the armor buff, Bound Aegis must be cast again. This effect has a cool down of 7 Seconds.
Additionally, Bound Aegis increases your Max Magicka by 5%, and your Spell Damage by 130.
Bound Armaments
Stamina Cast. Protect yourself with the power of Oblivion, creating a suit of Daedric mail that grants Major Resolve, increasing your Physical and Spell Resistance by 2000.
Special Ability: Negate. Negates 100% of the damage from the next attack that hits you, and grants immunity from any CC that the attack may have inflicted, but removing the armor buff. The regain the armor buff, Bound Armaments must be cast again.
Additionally, Bound Armaments increases your Max Stamina by 5%, and your Weapon Damage by 130.
Conjured Ward
Conjure globes of Daedric Energy for protection, granting a damage shield for you and your pets that absorbs 10,000 damage for 20 seconds.
Hardened Ward
Conjure globes of Daedric Energy for protection, granting a damage shield for you and your pets that absorbs 10,000 damage for 20 seconds. Your own globe can absorb 35% more damage.
Empowered Ward
Conjure globes of Daedric Energy for protection, granting a damage shield for you and your pets that absorbs 10,000 damage for 20 seconds. While the ward is active, your summoned pets deal an additional 40% damage, except the Storm Atronach, which only receives a 15% Bonus.
PASSIVE ABILITIES
All passive numerical values are assumed to be at x/x possible upgrade.
Rebate
When one of your summoned creatures is killed, you are restored an additional 1000 Magicka or Stamina, depending on which Max Value is higher.
Power Stone
Reduces the cost of Ultimate Abilities by 15%.
Daedric Protection
Increases your Stamina and Magicka Recovery by 20% for 3 minutes after casting a Daedric Summoning ability.
Expert Summoner
Increases the strength of your summoned creatures, in addition to all buffs provided by Empowered Ward:
Winged twilight deals 10% More Damage
Familiar and Clannfear have 20% More health
Storm Atronach's attack range is increased by 30%, and its duration is increased by 40%
So these are the ideas that I have to revamp the summoning tree. I am definitely open to feedback so please feel free to get it off your chest, whatever it is.
The other day I found myself in a 1v1 with a Templar. It lasted for about 10 minutes, and consisted of me spamming Overload for 10-12k Per hit, and him with BoL, heavy attack, BoL heavy attack, so on and so forth until his friend got in here, caught me with no ultimate or mana left, knocked me down and: boom. dead sorc.
You can't be telling me that wards are the most overpowered thing when a Nightblade can cloak and run away in a tough situation, DragonKnights can reflect your own projectiles back at you, and Templars can exchange 2000 mana for 10,000 health, meaning they essentially have Health + (Mana * 5) Max health, but that's not as "overpowered" as a Sorc's wards. If you're complaining about how powerful a Sorc's wards are, then you must have pretty low DPS as you've never been able to bust through them. Fighting other Sorcs is usually a breeze: Drop shield > CC before they have a chance to recast > Burst > Dead Sorc.
Oh and... how does not having to run impenetrable give a Sorc more mana? First, I don't think impenetrable is a huge part of everyone's armor- maybe 1 or 2 pieces. The rest, divines, giving them whatever buff they really want, with Sorcs is usually spell power. 40k Magicka is crazy. If you have 40k Magicka, you're built for Max mag, nothing else. No spell power, weapon power, Max Stam, Max Health, Crit, nothing. All your sets are devoted to Magicka. All your enchantments are devoted to Magicka. And what can it really do, without some extra stats to back it up? Frags with less than 2000 unbuffed spell power hits for like 2k. you can cast it almost infinite times with all that magicka, but it still takes time to activate so your enemy has more than enough time to heal 2k with rally or BoL or whatever.
Absorption Field - It would be interesting to have this spell's heal correlate to how much damage it prevents, thus justifying the name.
Suppression Field - This should be renamed and if the damage it does correlates to the damage it prevents, it would be very interesting.
Bound Armor: This ability and its morphs no longer permanently change your appearance when they are toggled on; instead, they now only display a brief visual effect when toggled on.
Instead of removing the visual, you could have made bound armor create a ghostly armor or maybe chest plate, bound aegis could make a ghostly shield and bound armaments could give the equipped weapon a special visual. It would be easier to keep track of the spell being active then.
Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds.
That you are reducing the duration of a shield to less than a third of its original duration without changing its cost or buffing its power or giving it additional properties is ridiculous.
Expert Summoner: Redesigned this passive ability so it now grants you 4/8% more maximum health whenever you have a Daedric Summoning pet active.
This passive ability’s old bonuses are now baseline effects for your pets.
And still this passive only affects three abilities of this spell tree. Why doesn't bound armor and ward count as summons if they are in the summoning tree?
Thundering Presence (Lightning Form morph):
Renamed this morph to Hurricane.
Redesigned this morph so it now increases the size and damage of the periodic effect the longer it is active, increasing up to 225% more damage and up to 9 meters in size.
This morph now deals Physical Damage instead of Shock Damage.
Nice, now make the other morph the exact same but for magika users and I will be happy about this. Movement speed increase is really not that useful when we have better spells for that.
Annulment: Reduced the duration of this ability and its morphs to 6 seconds from 20 seconds. In addition, this ability and its morphs now absorb all damage instead of just spell damage.
Note: The Harness Magicka morph will continue to return Magicka only when spell damage is absorbed as a morph effect.
Well, at least you gave this ability some additional power to compensate the heavy nerf to its duration. Why is it that Ward is not getting some buff to compensate its nerf again?
Thaumaturge: Fixed an issue where this Champion ability was increasing the damage of various non-damage over time effects, such as Daedric Curse or Magicka Detonation.
Known Issue: Currently, Thaumaturge is still increasing the tooltip values of those abilities. This will be fixed in a future PTS patch.
Now, I know this is supposedly a bug, but yay, more nerfs to our DPS! Woot. Interesting thing is, you always knew this sorcerer abilities were activating this buff, we reported this when the champion system first came out! We were told that because this ability did take time to detonate it was counted as a DoT... Apparently you guys are going back on that, cool... Stealthy nerfs - Love those
MEANWHILE, THE USELESS STUFF
Rebate (Passive) - Still only affects 3 abilities out of 6 in the tree
Expert Summoner - Wasn't Great, now it is useless, only works for pet builds.
Dark Exchange - Seriously, when are you guys going to buff this? >.>
Daedric Mines - Doesn't even belong in the Tree it is on. It is that bad it is on the wrong section >.> (It summons Daedric Mines and you have a spell tree called Daedric Summoning. Guess where this ability belongs!)
Persistence (Passive) - If only we used the very few abilities affected by this passive.
Overload - Ok, I know this ult is not useless, but I am putting it here cause I am not sure if ZoS ever bothered to fix the bug that keeps getting this spell stuck in heavy attack mode.
Lighting Form - Cool ,you guys finally realized we want to use this as DPS increase, not as a shield... Now do the same for Magika sorcery. Speed buff has nothing on damage and range increase.
Boundless storm is extremely useful with the speed buff. When a tank loses a boss, or half a dozen adds rush you, or you lose range on the healer, it lets you reposition quickly in a fight. It lasts about as long as you need it to.
I am sorry, mostly what I am hearing in your post is "The speed buff is useful when you make mistakes". I think spells should be useful even if you don't make mistakes. There are better spells that give speed buffs, namely Rapid Maneuver.
Absorption Field - It would be interesting to have this spell's heal correlate to how much damage it prevents, thus justifying the name.
Suppression Field - This should be renamed and if the damage it does correlates to the damage it prevents, it would be very interesting.
Bound Armor: This ability and its morphs no longer permanently change your appearance when they are toggled on; instead, they now only display a brief visual effect when toggled on.
Instead of removing the visual, you could have made bound armor create a ghostly armor or maybe chest plate, bound aegis could make a ghostly shield and bound armaments could give the equipped weapon a special visual. It would be easier to keep track of the spell being active then.
Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds.
That you are reducing the duration of a shield to less than a third of its original duration without changing its cost or buffing its power or giving it additional properties is ridiculous.
Expert Summoner: Redesigned this passive ability so it now grants you 4/8% more maximum health whenever you have a Daedric Summoning pet active.
This passive ability’s old bonuses are now baseline effects for your pets.
And still this passive only affects three abilities of this spell tree. Why doesn't bound armor and ward count as summons if they are in the summoning tree?
Thundering Presence (Lightning Form morph):
Renamed this morph to Hurricane.
Redesigned this morph so it now increases the size and damage of the periodic effect the longer it is active, increasing up to 225% more damage and up to 9 meters in size.
This morph now deals Physical Damage instead of Shock Damage.
Nice, now make the other morph the exact same but for magika users and I will be happy about this. Movement speed increase is really not that useful when we have better spells for that.
Annulment: Reduced the duration of this ability and its morphs to 6 seconds from 20 seconds. In addition, this ability and its morphs now absorb all damage instead of just spell damage.
Note: The Harness Magicka morph will continue to return Magicka only when spell damage is absorbed as a morph effect.
Well, at least you gave this ability some additional power to compensate the heavy nerf to its duration. Why is it that Ward is not getting some buff to compensate its nerf again?
Thaumaturge: Fixed an issue where this Champion ability was increasing the damage of various non-damage over time effects, such as Daedric Curse or Magicka Detonation.
Known Issue: Currently, Thaumaturge is still increasing the tooltip values of those abilities. This will be fixed in a future PTS patch.
Now, I know this is supposedly a bug, but yay, more nerfs to our DPS! Woot. Interesting thing is, you always knew this sorcerer abilities were activating this buff, we reported this when the champion system first came out! We were told that because this ability did take time to detonate it was counted as a DoT... Apparently you guys are going back on that, cool... Stealthy nerfs - Love those
MEANWHILE, THE USELESS STUFF
Rebate (Passive) - Still only affects 3 abilities out of 6 in the tree
Expert Summoner - Wasn't Great, now it is useless, only works for pet builds.
Dark Exchange - Seriously, when are you guys going to buff this? >.>
Daedric Mines - Doesn't even belong in the Tree it is on. It is that bad it is on the wrong section >.> (It summons Daedric Mines and you have a spell tree called Daedric Summoning. Guess where this ability belongs!)
Persistence (Passive) - If only we used the very few abilities affected by this passive.
Overload - Ok, I know this ult is not useless, but I am putting it here cause I am not sure if ZoS ever bothered to fix the bug that keeps getting this spell stuck in heavy attack mode.
Lighting Form - Cool ,you guys finally realized we want to use this as DPS increase, not as a shield... Now do the same for Magika sorcery. Speed buff has nothing on damage and range increase.
Boundless storm is extremely useful with the speed buff. When a tank loses a boss, or half a dozen adds rush you, or you lose range on the healer, it lets you reposition quickly in a fight. It lasts about as long as you need it to.
I am sorry, mostly what I am hearing in your post is "The speed buff is useful when you make mistakes". I think spells should be useful even if you don't make mistakes. There are better spells that give speed buffs, namely Rapid Maneuver.
The speed buff is ALL a stam sorc has going for it. If they take it away it's dead. Every stam sorc will still use Boundless storm instead of hurricane.
Also, why use half a stam bar on a sorc for a speed buff that you lose when engaging in combat?
They ruined thundering presence. Nobody used it anyway, but it's even less desirable now.
Justice31st wrote: »Justice31st wrote: »Seriously? Sorcs shields are even more OP now with the extra psychical damage mitigation from shield stacking the new DB annulment buff. I am sure the Sorcs 40k magicka from not having to run the impenetrable trait in PvP (due to shields not being able to be crittable; which is ridiculously OP) will be fine with the extra shield recasts. And don't even get me started on PvE; that is what healers are for. Besides, how many sorcs while engaged in combat in PvP only reapply shields every 6+ seconds LOL... If you are answered you do, then your class is OP. @ZOS_GinaBruno @Wrobel @ZOS_Finn
Yes, nerf skills to the ground because of PvP and screw PvE. It sucks that ZoS shares your opinion on how to balance this game
Sorc shields should of been nerfed along time ago. It is the most OP and unbalanced skill in the game.
bloodenragedb14_ESO wrote: »bloodenragedb14_ESO wrote: »
That is the pet command attack, it does not give you access to control the pet's active abilities. ESO, unlike other MMOs with summoned pets, allows for almost no control over the pet's attack patterns or positioning.
You can command the pets to use their abilities (heal, damage, buff, etc) by pressing the same key used to summon them.
What are you talking about? o.0 Pressing the summon button will release the pet summon >.>
has it been a while since you played?
clanfear has a activated heal, as does the twilight but its like mutagen, good heals ((like mutagen in the targeting part, not the heal part, it gives a pretty sizable insta heal))
the scamp has a AOE attack
the other twilight morph does more damage to enemies above 50percent health
these are all activated now, rather than dismissing your pet, they become activated skills
Oh, that is what he was going on about... Yeah, those are not the abilities we were discussing. >.>
precisely, while somewhat better, they are still useless for the most part in my opinion, but that change was one step in the right direction
It was a lame attempt to improve the pets at best...
Alright, lets discuss how the pets could be in ESO without demanding a full rebuild of the two skills... And just so you know, it is not the first time or the second I post this.
First of all, the pets can't be toggles. That is a must change and until ZoS hear us about this, pet builds will never work. How could it work? When you summon one of the pets it has a certain amount of energy (health) that may be a fixate value per level or relate directly to either the stamina or magika pools of the summoner. That is the pet's life and once it is gone it is gone, you have to re-summon it.
Y + Left Click will remain the pet's command attack, it targets the pet to attack a certain mob. You will need two additional key bindings to control the pet's actives. Each activation of the active abilities consumes the pet's energy, thus shortening its life span, so managing that would be very important. Pets can not be affected by any sort of healing (And can only be shielded by the summoner's Ward)
Unstable Familiar: No Active abilities, it auto attacks normally and does damage calculated as in live.
Unstable Clannfear: Active ability: Tail Swipe / Taunt - By sacrificing part of its life / energy the clannfear tail swipes and taunts those enemies hit. Why would this be useful? Thinking of a tank build for sorcerers, it would allow the summoner to have the clannfear take the special ability hits from the boss instead of having to do it them selves. Besides that, clannfear auto attacks and does physical damage as currently. (Remove of the heal when the clannfear dies as that really doesn't make any sense lore wise)
Volatile Familiar: Active ability: Volatile explosion - By exploding part of its energy / life, the volatile familiar stuns and damages creatures standing around it. A DPS option for AoE situations.
Summon Winged Twilight: As in live, it auto attacks. No active ability.
Summon Restoring Twilight: Active ability: Heal - Heals a target by a percentage of its own health / energy pool. A targeted heal ability.
Summon Twilight Matriarch (May need renaming): Active ability: Single Target DPS of some sort that consumes the pet's energy / health.
There, that should give an idea of what the pets could be without that much of a problem... But again all of this was suggested before.
Justice31st wrote: »bloodenragedb14_ESO wrote: »Justice31st wrote: »Seriously? Sorcs shields are even more OP now with the extra psychical damage mitigation from shield stacking the new DB annulment buff. I am sure the Sorcs 40k magicka from not having to run the impenetrable trait in PvP (due to shields not being able to be crittable; which is ridiculously OP) will be fine with the extra shield recasts. And don't even get me started on PvE; that is what healers are for. Besides, how many sorcs while engaged in combat in PvP only reapply shields every 6+ seconds LOL... If you are answered you do, then your class is OP. @ZOS_GinaBruno @Wrobel @ZOS_FinnIt will be interesting if some of the elites can sustain their 20k sheilds with their harness Magika and hardened Ward stacking with these changes. I just look at the sheild which is the same as their health bar on live and as a Magika player I won't even bother trying to take them out.
The big problem is with PVE
i am a pve'er, pvp does not intrest me much, but im still getting my builds trashed because pvp'ers whine.
There are hundreds of ways to fix the 'balancing' problems, and i use the term 'problem' lightly, as this is a class based mmo, and classes are not supposed to be reskins of the same thing, some classes are better at one role, while others are better at other roles, this war to make the classes perfectly balanced is disgusting to me, but i digress
there are hundreds of ways to fix these problems so that the balances will not effect players in PVE, but for some reason, ZOS seems to not be doing them.
Shield stacking, pretty simple fix is to only allow one shield to be active at a time, problem solved
But nerfing the duration? to barely a fraction of what it was before?
im disgusted, both with the devs and the people continually trying to justify it. There is no justification, pve is simply to big a part of the game for the pvp'ers to be the only ones that get their 'balancing' ways.
Where there was once hope for the potential of this game as a mmo, there is only rage and indignation
That is your problem, you don't PvP. You don't get blamed if you die due to shield stacking in PvE (you have healers to blame if you die in PvE)
What you don't seem to understand or care about is that reducing the duration of Ward affects Sorcerer DPS, not just survivability in PvE. So no, we dying is not the healers fault.
A simple explanation of the problem, Sorcerers have currently the lowest Magika and Stamina DPS among all the classes and to remain even slightly close to competitive, we are forced to spend no points in Health Attribute and invest all in Magika. That increases out damage and at least narrows the difference between our DPS and the DPS other classes are able to output.
We are only able to survive this play style though, because refreshing Ward every 20 seconds isn't too taxing on our mana pool. With the duration reduction to 6 seconds though, that play style is impossible. Simple as that. Why is that a problem? Because the class is not getting a damage buff to compensate for this considerable loss. That is our complain. This nerf is very significant for PvE. I understand shield stacking is bad in PvP and I am fine with them nerfing Ward and the other shields as long as ZoS actually balances the damage we will be losing by either severely nerfing the other classes DPS or increasing Sorcerer's DPS.
bloodenragedb14_ESO wrote: »bloodenragedb14_ESO wrote: »
That is the pet command attack, it does not give you access to control the pet's active abilities. ESO, unlike other MMOs with summoned pets, allows for almost no control over the pet's attack patterns or positioning.
You can command the pets to use their abilities (heal, damage, buff, etc) by pressing the same key used to summon them.
What are you talking about? o.0 Pressing the summon button will release the pet summon >.>
has it been a while since you played?
clanfear has a activated heal, as does the twilight but its like mutagen, good heals ((like mutagen in the targeting part, not the heal part, it gives a pretty sizable insta heal))
the scamp has a AOE attack
the other twilight morph does more damage to enemies above 50percent health
these are all activated now, rather than dismissing your pet, they become activated skills
Oh, that is what he was going on about... Yeah, those are not the abilities we were discussing. >.>
precisely, while somewhat better, they are still useless for the most part in my opinion, but that change was one step in the right direction
It was a lame attempt to improve the pets at best...
Alright, lets discuss how the pets could be in ESO without demanding a full rebuild of the two skills... And just so you know, it is not the first time or the second I post this.
First of all, the pets can't be toggles. That is a must change and until ZoS hear us about this, pet builds will never work. How could it work? When you summon one of the pets it has a certain amount of energy (health) that may be a fixate value per level or relate directly to either the stamina or magika pools of the summoner. That is the pet's life and once it is gone it is gone, you have to re-summon it.
Y + Left Click will remain the pet's command attack, it targets the pet to attack a certain mob. You will need two additional key bindings to control the pet's actives. Each activation of the active abilities consumes the pet's energy, thus shortening its life span, so managing that would be very important. Pets can not be affected by any sort of healing (And can only be shielded by the summoner's Ward)
Unstable Familiar: No Active abilities, it auto attacks normally and does damage calculated as in live.
Unstable Clannfear: Active ability: Tail Swipe / Taunt - By sacrificing part of its life / energy the clannfear tail swipes and taunts those enemies hit. Why would this be useful? Thinking of a tank build for sorcerers, it would allow the summoner to have the clannfear take the special ability hits from the boss instead of having to do it them selves. Besides that, clannfear auto attacks and does physical damage as currently. (Remove of the heal when the clannfear dies as that really doesn't make any sense lore wise)
Volatile Familiar: Active ability: Volatile explosion - By exploding part of its energy / life, the volatile familiar stuns and damages creatures standing around it. A DPS option for AoE situations.
Summon Winged Twilight: As in live, it auto attacks. No active ability.
Summon Restoring Twilight: Active ability: Heal - Heals a target by a percentage of its own health / energy pool. A targeted heal ability.
Summon Twilight Matriarch (May need renaming): Active ability: Single Target DPS of some sort that consumes the pet's energy / health.
There, that should give an idea of what the pets could be without that much of a problem... But again all of this was suggested before.
I bolded the part where ZoS will stop reading because this is something that currently can't be done on the console versions of the game. I'm sure the rest is all great and valid for PC, I just don't think they will persue this =/