cpuScientist wrote: »cpuScientist wrote: »cpuScientist wrote: »On not counting overload bar for slot when commenting pn toggle slot loss, it would be less misleading if you noted the "if you dont want overload bar" when citing limited slots as an issue. IMO.
O making surge ignore ults, so then not only does surge push against dot use in builds but also against non-utility ulti use in builds as well? One sorc class desoign only sounds dull. New version supports any build that can crit. That seems to me to be a good diversity upgrade.
Ulti hit too hard, as previously stated in this thread about overload hits healing to full, and DoTs hit too soft, except maybe curse, to be a good heal with the way it's set up on live. If we had a class spamable skill, this change I suggested seems reasonable. I'll admit my previously suggested stam ranged drain type skill was ill conceived. As such maybe the stam morph should be melee range so it dealing physical damage would make sense.
As for not counting overload bar, I agree with @code65536. When I run it I at most get 2 additional skills and that's if I'm running no toggles. This might be different if weapon swap brought you out of overload.
I also agree that we need more DoTs, and still believe pets should be changed to DoTs like shade. This change would also help DoT builds get heals as opposed to relying on surge. Also it would make for more reliable heals for tanks.
Where I don't agree is the suggested passive swap concerning bound armor. I feel putting an effective active skill on it and it's morphs, justifying having it on both bars (or all three of you run overload), would be better.
In truth sorcs are in a pretty bad spot and could use a lot of attention. There's so many ways the toolkit could be changed up to make us effective, it's hard to settle on what exactly should be done. Obviously the least being changed would be the easiest to get, but may not be the best coarse of action.
I really do not want shades. That skill is not good. And pets in how they fintion are fine, there is just no good reason to alot them. As to do slightly competitive DPS we must have max magicka. We must have overload, we must have inner light and bound aegis slotted. MUST.
So that is why all I want is for the magicka bonus on bound aegis and the health bonus for having pets to be swapped. That's all. It will make pets stronger. As we would be getting the max magicka boost with the pet. And then people could choose which pet they want out.
This is all. I do not know if you use pets or not. But I am a pet Sorc and I have all classes leveled, and shades suck, Sorc pets need tweaks not an insane overhaul like that.
I don't use pets, as they don't function well at all on consoles. The only use for them in PvE is to grab agro and serve as a meat shield until they die. In high end content that's not very long. I can't direct them as I can shades, which I run both morphs for two different purposes. Dark shades I run on my tank set up, and shadow image I run on my healer set up. If they functioned on consoles like they do on PC then I might be inclined to agree with you. Since they don't, and I don't see how they could, the only way I see them being worth a slot is if they only took up one slot. They cost too much, and the cast time is too long, to use them as I proposed they be changed to work. When you throw in the active skill they cost upwards of 3X as much.
As for PvP you're better off slotting two more reliable DoTs that'll actually do some damage. Although you may get to use the heals a few times before someone accidentally kills them.
I dare say, even if they became insanely OP I wouldn't run pets as they function for consoles right now. Tbh the only toggle skills I ever cared for are siphoning strikes and bound armor, I still run leeching strikes on my tank. I was glad when Mage light became an instant, as I could justify slotting it. With the shield nerf though I'm not sure it'll make the cut on the front bar. I'll have to see when DB goes live.
Ok sorry it sucks in consoles. Although you probably have, there needs to be threads asking for this change mage they attack whomever is cursed or they find a way to give that to you. As not having the ability to command my pets would infuriate me to no end. I would not ever slot them if the were the case. I micro manage them like crazy so no thanks consoles.
@ZOS_GinaBruno is there any way to make pets commendable on console any plans for this.
Pets attacking who was cursed would work for solo PvE. It would also work in PvP provided the curse being cleansed didn't affect the targeting. It's not perfect but I suppose. I'd still not run them in pledges, unless I was feeling gutsy and tried to go solo. Might make them useful in trials if they were more survivable. I suppose it wouldn't be any different than supporting a leveling friend who's damage isn't up to par, with one hand tied behind your back. I suppose that could be fun in a mind numbing soul devouring sort of way.
It's not mind numbing lol. And your almost right, but when you have control over them like we do on PC. It is a lot easier to help them survive in PvE. Well when we had shields that is lol. No I don't know. But it is a major part of the summoner experience that you are missing, so for console sorcs it must be terrible.
I do like pets I really do, I want them to be buffed. I would like the pets to not look so terribly stupid though and were not so weak. Yea you can think of them as dots. But dots are fire and forget, they don't require so much pampering. They need a boost to their power and a visual upgrade. But I do like the Summons.
Mettaricana wrote: »
Crit tank sounds awesome but pretty much unfeasible no stamina based shields or crit options when in heavy a useless crit surge that doesn't do much and a dead slot with bound armor wasting potential skill options... no stam ult except dawnbreaker... I used to try stam tank dps back before the days of 1.6 when medium armor only offerd attack speed I used heavy and 2 pc medium but those days are gone
Wish they offered a new offensively defensive tank dps set like
2pc crit bonus
3pc armor/ spell resist
4pc crit bonus
5pc 250 wep dmg and gain a small dmg shield when you crit for like 5 secs. Or 250 wep dmg and gain another crit bonus.
Would give armored stam sorc tanks or tanks in general a nice option for dps tank not top of your game dps but better than now since class skills can easily push the pve side over the cap on armor and spell res
cpuScientist wrote: »This coming patch is just the end of the line really. I will still play. I like this game too much. I have 1 of each class, luckily I enjoy my magicka Templar as much as I o my pet sorc. So the transition will not be horrid. But they have really killed one of.my favorite parts of this game. And are just laughing about it on video. It's just a office joke for them.
I remember last patch when the templars were going crazy with anger. And in my mind I clearly saw that they were getting buffed in DPS, as it was clear that there main attacks count as dots and would thus be buffed. I saw that the real missing piece was the lack of mobility nothing else really. I figured that becuase I looked objectively.
No matter how you look at this patch however, it is clear to see that the Sorcs have been decimated. And that there really is nothing left of the class. This is a dead class. Those of us who still play it will be doing so for nostalgic reasons. We received no buffs whatsoever to make up for the nonsense. But instead got laughed at by the people responsible. A shame...
cpuScientist wrote: »This coming patch is just the end of the line really. I will still play. I like this game too much. I have 1 of each class, luckily I enjoy my magicka Templar as much as I o my pet sorc. So the transition will not be horrid. But they have really killed one of.my favorite parts of this game. And are just laughing about it on video. It's just a office joke for them.
I remember last patch when the templars were going crazy with anger. And in my mind I clearly saw that they were getting buffed in DPS, as it was clear that there main attacks count as dots and would thus be buffed. I saw that the real missing piece was the lack of mobility nothing else really. I figured that becuase I looked objectively.
No matter how you look at this patch however, it is clear to see that the Sorcs have been decimated. And that there really is nothing left of the class. This is a dead class. Those of us who still play it will be doing so for nostalgic reasons. We received no buffs whatsoever to make up for the nonsense. But instead got laughed at by the people responsible. A shame...
My feedback on Sorc's....
PLEASE REMOVE OVERLOAD!!!
I have had quite enough of the nerfs, lack of balancing, lack of buffs to all our other skills all in the name of this crappy, cheesy, boring, buggy ultimate just because it provides 30 seconds of good DPS out of every 10 minutes gameplay.
Remove it, and maybe we can start to move on and there are no excuses to look at the rest of our toolkit.
eserras7b16_ESO wrote: »My feedback on Sorc's....
PLEASE REMOVE OVERLOAD!!!
I have had quite enough of the nerfs, lack of balancing, lack of buffs to all our other skills all in the name of this crappy, cheesy, boring, buggy ultimate just because it provides 30 seconds of good DPS out of every 10 minutes gameplay.
Remove it, and maybe we can start to move on and there are no excuses to look at the rest of our toolkit.
Probably a good idea
SorataArisugawa wrote: »eserras7b16_ESO wrote: »My feedback on Sorc's....
PLEASE REMOVE OVERLOAD!!!
I have had quite enough of the nerfs, lack of balancing, lack of buffs to all our other skills all in the name of this crappy, cheesy, boring, buggy ultimate just because it provides 30 seconds of good DPS out of every 10 minutes gameplay.
Remove it, and maybe we can start to move on and there are no excuses to look at the rest of our toolkit.
Probably a good idea
Overload is not the problem. The complete mess in the 3 trees is the problem.
Why does the stormcalling tree has no spamable lightning ablity? Why is the curse not in the dark magic? Why is the execute not in there es well? We have a spell which hit hard after some seconds and one hat triggers at a certain amount of health as an execute. Combine this two and we are not that "bursty" anymore! After this give us a nice stormcalling spell instead of the useless finisher we got now.
Overload should be a nice DMG if needed not ourer only DMG at all.
Hardened ward should last a little longer. 6 seconds is too short and the buff to the other morph making it 10 seconds now (or whatever) is not what we need. I can't respec my morphs each time I change from PVP to do vMSA or trails (if with a non-optimal group). For PVP the 6 seconds is manageable but for PVE, I really hope you will increase Hardened to 10 seconds or 12 seconds. I won't use the other morph for PVP with my playstyle and won't respec each time I leave PVP.
bloodenragedb14_ESO wrote: »so, the recent 'natch potes' topic for today, they mentioned that the devs will finally be looking in on the feedback threads.
so guys, stow the anger, get out your thinking caps, take some anti-psychotics, and carefully and dutifully describe what you think is wrong with the class when the time comes
bloodenragedb14_ESO wrote: »so, the recent 'natch potes' topic for today, they mentioned that the devs will finally be looking in on the feedback threads.
so guys, stow the anger, get out your thinking caps, take some anti-psychotics, and carefully and dutifully describe what you think is wrong with the class when the time comes
Thank you for reminding me to take my seroquel. I actually forgot.
On an more related note. Keep it clean and constructive. Someone already told them we simmerd down. Lets not make thay person a liar. Be professional and polite people and maybe we can get some changes!
SO... @ZOS_JessicaFolsom mentioned in the natch potes thread they would be popping in here this week & wanted a list of the questions relating to the DB patch changes that they can answer so here's mine as a starter.
Note these are just related to the DB changes affecting sorcs... not sorc's in general:
- Sorc's are the only class without a spammable class dps skill.... why did you change Trapping webs (The only spammable we had access to which isn't tied to destro staff) to only stamina so we now have no choice but to run a destro staff in all aspects of the game? (This Q coming from a mainly PvP perspective as webs was widely used in there with dual wield on magicka builds).
- Why did we receive so many defensive nerfs without a single usable buff to our defence / sustainability? (Shields, and Surge)
- Surge nerf - all classes have skills which heal based on damage done.... why has ours been removed to give us a low flat value and all the other classes kept theirs? (If overload was the reason as @Wrobel mentioned on ESO live, then why not just cap the heal at say 6-8k to prevent the 20k overload heals at its peak... there were no other issues with this skill to warrant such a nerf & goes against the stated policy of smaller tweaks rather than huge nerfs).
- Why the changes to Dark exchange without actually making it usable due to its cast time? It already has an interesting & unique mechanic... and the user has to sacrifice resources to use it... why add a double penalty with a cast time for such a small return?
- Why give a version of our signature defensive ability (Hardened ward) to all classes but nothing from the other classes back to ours?
- Given this was supposed to be the major stamina pass on all abilities... why are sorcs the only stamina class without a stamina based dps skill? (I would also ask the same question of magicka Sorcs... but the patch was never listed as a magicka based one)
I can probably think of quite a few more... but these will do to start with.
SorataArisugawa wrote: »eserras7b16_ESO wrote: »My feedback on Sorc's....
PLEASE REMOVE OVERLOAD!!!
I have had quite enough of the nerfs, lack of balancing, lack of buffs to all our other skills all in the name of this crappy, cheesy, boring, buggy ultimate just because it provides 30 seconds of good DPS out of every 10 minutes gameplay.
Remove it, and maybe we can start to move on and there are no excuses to look at the rest of our toolkit.
Probably a good idea
Overload is not the problem. The complete mess in the 3 trees is the problem.
Why does the stormcalling tree has no spamable lightning ablity? Why is the curse not in the dark magic? Why is the execute not in there es well? We have a spell which hit hard after some seconds and one hat triggers at a certain amount of health as an execute. Combine this two and we are not that "bursty" anymore! After this give us a nice stormcalling spell instead of the useless finisher we got now.
Overload should be a nice DMG if needed not ourer only DMG at all.
This is my point.... we don't get these nice things because they see our DPS metrics in some situations as being ok... purely because of overload.
Wrobel also even stated on ESO live on friday that the surge nerf was primarily because of the stupid heals that you'd get from using it with overload.
Overload is a crappy, buggy & boring skill.... remove it and many of our DPS metrics will all go down... so they then have to look at the rest of the toolkit... and all the things that you said in your post that you want.
Until this crutch is removed we appear at their end to be ok.. and nothing changes.
All the other classes have a low cost ulti... I'd like to see one for us, in place of Overload....
...Maybe a HUGE lightning bolt flying down from the sky and doing a decent amount of damage and making the target more susceptible to elemental damage for 12 seconds or something like that? Would fit with stormcalling and provide extra utility in raids.
ZOS_JessicaFolsom wrote: »SO... @ZOS_JessicaFolsom mentioned in the natch potes thread they would be popping in here this week & wanted a list of the questions relating to the DB patch changes that they can answer so here's mine as a starter.
Note these are just related to the DB changes affecting sorcs... not sorc's in general:
- Sorc's are the only class without a spammable class dps skill.... why did you change Trapping webs (The only spammable we had access to which isn't tied to destro staff) to only stamina so we now have no choice but to run a destro staff in all aspects of the game? (This Q coming from a mainly PvP perspective as webs was widely used in there with dual wield on magicka builds).
- Why did we receive so many defensive nerfs without a single usable buff to our defence / sustainability? (Shields, and Surge)
- Surge nerf - all classes have skills which heal based on damage done.... why has ours been removed to give us a low flat value and all the other classes kept theirs? (If overload was the reason as @Wrobel mentioned on ESO live, then why not just cap the heal at say 6-8k to prevent the 20k overload heals at its peak... there were no other issues with this skill to warrant such a nerf & goes against the stated policy of smaller tweaks rather than huge nerfs).
- Why the changes to Dark exchange without actually making it usable due to its cast time? It already has an interesting & unique mechanic... and the user has to sacrifice resources to use it... why add a double penalty with a cast time for such a small return?
- Why give a version of our signature defensive ability (Hardened ward) to all classes but nothing from the other classes back to ours?
- Given this was supposed to be the major stamina pass on all abilities... why are sorcs the only stamina class without a stamina based dps skill? (I would also ask the same question of magicka Sorcs... but the patch was never listed as a magicka based one)
I can probably think of quite a few more... but these will do to start with.
Thank you for getting this kicked-off! This is exactly what I'm looking for. We may not be able to answer every question, but having them compiled like this will help us get you answers. (Saving all of these out in a Word doc now.)
For those of you reading who also have questions, our goal is to get you answers to as many of your outstanding questions about Dark Brotherhood-specific changes to the Sorcerer class (and related concerns) much like we did in the thread about the PVP sets. We know there are a lot of questions and concerns, so we ask that you please try to keep questions about the Dark Brotherhood-specific changes and concerns specifically with the Sorcerer class. Keeping them to the current update will help us get you answers a little more quickly.
(We'll be going through and doing this for each class, but we're starting with the Sorcerer community.)
QUESTION #4 Can Bound Armor turn into 30s duration non-toggle?
NoMaassPliz wrote: »
QUESTION #4 Can Bound Armor turn into 30s duration non-toggle?
I disagree. having to recast this along with wards, etc., would create more resource issues than the class already has.
Bound Armor Suggestion: do something like you did with inner light. Make the magicka boost a passive bonus just for having the skill on your bar, and then activate the ability to get the armor bonus for 30 seconds or something.