Yolokin_Swagonborn wrote: »Master_Kas wrote: »WTB un-nerfed bolt escape please.
I main a nightblade, and want this to happen.
Best of luck ::)
That would be amazing.
Bolt escape is easy to fix. Anytime you stun someone with the skill or damage someone with streak, it removes the cooldown. This would encourage sorcs to stay in the fight, but still punish those that just try to port across the map.
This rewards sorcs that stay in the fight and would be a huge help for stam sorcs as well since bolt escape, the defining sorc move, has been made even more expensive for stam sorcs due to changes to the expert mage passive.
It's not like bolt escape is even that powerful anymore. It's movement mechanics and streak distance has been nerfed so many times. Add that to the gap closer perma snare and if you can't catch a sorc these days with gap closer spam you probably don't have one slotted.
Yolokin_Swagonborn wrote: »Master_Kas wrote: »WTB un-nerfed bolt escape please.
I main a nightblade, and want this to happen.
Best of luck ::)
That would be amazing.
Bolt escape is easy to fix. Anytime you stun someone with the skill or damage someone with streak, it removes the cooldown. This would encourage sorcs to stay in the fight, but still punish those that just try to port across the map.
This rewards sorcs that stay in the fight and would be a huge help for stam sorcs as well since bolt escape, the defining sorc move, has been made even more expensive for stam sorcs due to changes to the expert mage passive.
It's not like bolt escape is even that powerful anymore. It's movement mechanics and streak distance has been nerfed so many times. Add that to the gap closer perma snare and if you can't catch a sorc these days with gap closer spam you probably don't have one slotted.
Yolokin_Swagonborn wrote: »Master_Kas wrote: »WTB un-nerfed bolt escape please.
I main a nightblade, and want this to happen.
Best of luck ::)
That would be amazing.
Bolt escape is easy to fix. Anytime you stun someone with the skill or damage someone with streak, it removes the cooldown. This would encourage sorcs to stay in the fight, but still punish those that just try to port across the map.
This rewards sorcs that stay in the fight and would be a huge help for stam sorcs as well since bolt escape, the defining sorc move, has been made even more expensive for stam sorcs due to changes to the expert mage passive.
It's not like bolt escape is even that powerful anymore. It's movement mechanics and streak distance has been nerfed so many times. Add that to the gap closer perma snare and if you can't catch a sorc these days with gap closer spam you probably don't have one slotted.
They need to remove the stacking cost. Sorcs should NOT be punished for using an escape ability to escape.
The ability to run away and disengage isn't OP, it wasn't ever OP (the only thing OP about streak was strength through zergs, getting full Ultimate instantly, and bombing them). It's not OP because there's no penalty to actually dying and if someone cares that much about a kill they'll go out and find someone else to instagib. I'd much rather have mobility and be able to reliably run away than be a turret.
Yolokin_Swagonborn wrote: »Master_Kas wrote: »WTB un-nerfed bolt escape please.
I main a nightblade, and want this to happen.
Best of luck ::)
That would be amazing.
Bolt escape is easy to fix. Anytime you stun someone with the skill or damage someone with streak, it removes the cooldown. This would encourage sorcs to stay in the fight, but still punish those that just try to port across the map.
This rewards sorcs that stay in the fight and would be a huge help for stam sorcs as well since bolt escape, the defining sorc move, has been made even more expensive for stam sorcs due to changes to the expert mage passive.
It's not like bolt escape is even that powerful anymore. It's movement mechanics and streak distance has been nerfed so many times. Add that to the gap closer perma snare and if you can't catch a sorc these days with gap closer spam you probably don't have one slotted.
They need to remove the stacking cost. Sorcs should NOT be punished for using an escape ability to escape.
The ability to run away and disengage isn't OP, it wasn't ever OP (the only thing OP about streak was strength through zergs, getting full Ultimate instantly, and bombing them). It's not OP because there's no penalty to actually dying and if someone cares that much about a kill they'll go out and find someone else to instagib. I'd much rather have mobility and be able to reliably run away than be a turret.
sorcerer ... the only class who is punished because he use his skills ...
Hope my odd schedule didn't make me miss the boat, but here goes my DB feedback.
1. Damage shield nerf/buff. I realize this isn't just a sorc issue, and in a way is a buff to non sorcs. As I understand it the reason for the change to duration is the 25k HW in vMA. If this is the case then why not address this issue soft capping shields at max health instead of cutting duration? Make the cap apply to any shielding applied beyond max health not to each shield specifically. Put this cap on characters alone, and not effect pets shields. Even though I don't run pets, because they're undirectable on consoles, I feel their survivability can't withstand any nerfing.
2. Surge. I agree that the Overload heals with this are over the top. That being said this nerf too seems excessively heavy handed. Capping the heal at max of what a direct damage non ultimate skill can do. If this isn't a satisfactory fix, and you insist on making surge work with DoTs again, then the fixed heal should be between the max you can obtain from frags and the minimum you could receive from a DoT. Personally I don't see the point of surge on a DoT build, as entropy gives the same buff and empower from MG passives.
3. Dark exchange. Thank you for increasing the heal from this skill and its morphs. I don't think this buff has received the praise it deserves. That being said, I feel this skill needs to be instant cast to be truely viable. To prevent permablocking stam can be changed to a fixed increase to regen over the next tick or two based on the current stam return. You can make the mag return the same for the sake of balance.
4. Stam sorcs. Changes made here are great. Stam sorcs are now in a much better place than they are on live. However, they are still behind all other classes on live. I'm not a big fan of crystal blast becoming stam frags, but at this point I'd except them. What I'd rather see is a more unique option, even if that means waiting for the next dlc.
That's my comments on DB patch were sorcs are concerned. I'll make a separate post for more general comments and concerns pertaining to sorcs.
Hope my odd schedule didn't make me miss the boat, but here goes my DB feedback.
1. Damage shield nerf/buff. I realize this isn't just a sorc issue, and in a way is a buff to non sorcs. As I understand it the reason for the change to duration is the 25k HW in vMA. If this is the case then why not address this issue soft capping shields at max health instead of cutting duration? Make the cap apply to any shielding applied beyond max health not to each shield specifically. Put this cap on characters alone, and not effect pets shields. Even though I don't run pets, because they're undirectable on consoles, I feel their survivability can't withstand any nerfing.
2. Surge. I agree that the Overload heals with this are over the top. That being said this nerf too seems excessively heavy handed. Capping the heal at max of what a direct damage non ultimate skill can do. If this isn't a satisfactory fix, and you insist on making surge work with DoTs again, then the fixed heal should be between the max you can obtain from frags and the minimum you could receive from a DoT. Personally I don't see the point of surge on a DoT build, as entropy gives the same buff and empower from MG passives.
Hope my odd schedule didn't make me miss the boat, but here goes my DB feedback.
1. Damage shield nerf/buff. I realize this isn't just a sorc issue, and in a way is a buff to non sorcs. As I understand it the reason for the change to duration is the 25k HW in vMA. If this is the case then why not address this issue soft capping shields at max health instead of cutting duration? Make the cap apply to any shielding applied beyond max health not to each shield specifically. Put this cap on characters alone, and not effect pets shields. Even though I don't run pets, because they're undirectable on consoles, I feel their survivability can't withstand any nerfing.
2. Surge. I agree that the Overload heals with this are over the top. That being said this nerf too seems excessively heavy handed. Capping the heal at max of what a direct damage non ultimate skill can do. If this isn't a satisfactory fix, and you insist on making surge work with DoTs again, then the fixed heal should be between the max you can obtain from frags and the minimum you could receive from a DoT. Personally I don't see the point of surge on a DoT build, as entropy gives the same buff and empower from MG passives.
3. Dark exchange. Thank you for increasing the heal from this skill and its morphs. I don't think this buff has received the praise it deserves. That being said, I feel this skill needs to be instant cast to be truely viable. To prevent permablocking stam can be changed to a fixed increase to regen over the next tick or two based on the current stam return. You can make the mag return the same for the sake of balance.
4. Stam sorcs. Changes made here are great. Stam sorcs are now in a much better place than they are on live. However, they are still behind all other classes on live. I'm not a big fan of crystal blast becoming stam frags, but at this point I'd except them. What I'd rather see is a more unique option, even if that means waiting for the next dlc.
That's my comments on DB patch were sorcs are concerned. I'll make a separate post for more general comments and concerns pertaining to sorcs.
I wouldnt worry too much if you missed the boat. Your concerns are pretty much what everyone else asked as well.
It seems 99% of the sorcs are on the same page when it comes to what we want answered.
A few notes regarding the winged twilight and familiar pets.
The casting time for these abilities is entirely too long considering the flaws with the AI, and their poor survivability. Decreasing the casting time to 1 second would be a step in the right direction, but .5 - .8 seems appropriate.
Currently on live, the pet damage boost feature of daedric prey does not affect the damage of the volatile familiar's pulse ability. Is this intended? The death explosion it used to have was never affected by prey or empowering ward either, but I always figured that was because the scamp died and therefore no longer had those buffs.
Are there any plans to introduce health bars for the pets in the UI? Would it be possible for these bars to display the pets' remaining damage shield?
Is there a timeline for when we can expect the pets to benefit from champion points?
When using Y+RMB, the twilight and familiar seem to disengage appropriately. However, the atronach sometimes does not (it also does not always go after the target on which the caster uses Y+LMB), and the daedroth from the maw of the infernal set completely doesn't disengage. The daedroth isn't too much of an issue because it doesn't last long, has poor survivability, can be CCed, and has short range (all of which need are areas that need improvement); however, it's embarrassing when I'm participating in organized duels using this set, and it and the atronach interrupt other duels. Are there any plans to make them more obedient?
The pets completely stop functioning in lag. I use the latency display feature of the default UI, and my pets will stop performing all actions (or disappear entirely) even when the ping rate is less than 200. It is extremely frustrating to find yourself fighting an enemy player, wondering why you're not being healed by the twilight or seeing the scamp's pulses, only to realize they're a mile away stuck in one place. They take up 6 ability slots (including the overload bar). I am at a severe disadvantage when they stop working but everything else in the game seems to functioning well enough.
These flaws and more make these abilities difficult to use effectively and incredibly expensive, while also making this playstyle unviable for a lot of endgame content. These tremendous costs warrant attention to these abilities.
Hope my odd schedule didn't make me miss the boat, but here goes my DB feedback.
1. Damage shield nerf/buff. I realize this isn't just a sorc issue, and in a way is a buff to non sorcs. As I understand it the reason for the change to duration is the 25k HW in vMA. If this is the case then why not address this issue soft capping shields at max health instead of cutting duration? Make the cap apply to any shielding applied beyond max health not to each shield specifically. Put this cap on characters alone, and not effect pets shields. Even though I don't run pets, because they're undirectable on consoles, I feel their survivability can't withstand any nerfing.
2. Surge. I agree that the Overload heals with this are over the top. That being said this nerf too seems excessively heavy handed. Capping the heal at max of what a direct damage non ultimate skill can do. If this isn't a satisfactory fix, and you insist on making surge work with DoTs again, then the fixed heal should be between the max you can obtain from frags and the minimum you could receive from a DoT. Personally I don't see the point of surge on a DoT build, as entropy gives the same buff and empower from MG passives.
3. Dark exchange. Thank you for increasing the heal from this skill and its morphs. I don't think this buff has received the praise it deserves. That being said, I feel this skill needs to be instant cast to be truely viable. To prevent permablocking stam can be changed to a fixed increase to regen over the next tick or two based on the current stam return. You can make the mag return the same for the sake of balance.
4. Stam sorcs. Changes made here are great. Stam sorcs are now in a much better place than they are on live. However, they are still behind all other classes on live. I'm not a big fan of crystal blast becoming stam frags, but at this point I'd except them. What I'd rather see is a more unique option, even if that means waiting for the next dlc.
That's my comments on DB patch were sorcs are concerned. I'll make a separate post for more general comments and concerns pertaining to sorcs.
I wouldnt worry too much if you missed the boat. Your concerns are pretty much what everyone else asked as well.
It seems 99% of the sorcs are on the same page when it comes to what we want answered.
Sad they only took a small block of time to look at, hopefully they'll filter through prior posts as well at some point. Seen and posted some good stuff in those pages, and a few of those posters missed that block like I did.
SorataArisugawa wrote: »My Question is not DB related, because the right ones are already acording to this patch.
But the question our class developers have to answer is this:
Why is there no single spamable sorc DPS skill? We can spam crystal fragment but this has 4 problems:
1. high magica cost
2. with not so much DMG
3. casttime (if 1 and 2 where not to consider a cast time would be not a problem)
4. it takes our only nice mechanic away (proccs of fragments). If we would use just frags, then we did't need the procc mechanismen at all.
--> conclusion: We don't have any spamable DPS skill
Question again: why?
Possible solution:
Why don't you just make mages' fury a nice DPS ability. If the DMG is high enough even with casttime. Shift the execute part to deadric dedric curse (could explode instantly if the target is below a certain health value with a higher amount of DMG).
An other hugh advantage of this change:
Sorcs wouldn't be that extremly "bursty" anymore. You could give us good DMG even without destroying PVP.
Interested?
If not, please tell us why!
Please Eric. We Sorcs are suffering...
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.
If daedric curse is no longer affected by thaumaturge, does it scale off of the elemental CP now (magic damage)?
The reason I ask, that's actually a buff to most of us if they did. I wouldn't complain about it.
If daedric curse is no longer affected by thaumaturge, does it scale off of the elemental CP now (magic damage)?
The reason I ask, that's actually a buff to most of us if they did. I wouldn't complain about it.
Daedric Curse has scaled with Elemental Expert since it was changed to increase all magic damage. Removing it from Thaumaturge just means it can't be buffed by two CP stars.
Lava_Croft wrote: »The problem with the poor (Magicka) Sorcerer is that they benefited the most from the softcap removal and Champion System and since ZOS is not going to fix either of those, they turn on the Sorcerer class itself.
Why can we not drop out of overload on a weapon swap? And enter the 3rd bar even when out of ultimate?
Lava_Croft wrote: »The problem with the poor (Magicka) Sorcerer is that they benefited the most from the softcap removal and Champion System and since ZOS is not going to fix either of those, they turn on the Sorcerer class itself.
Moving execute to curse means it cannot proc disintegrate, which in turn means it would need a higher execute threshold and if it exploded when target gets below the threshold then curse wouldn't be a timed but an instant bang. Not saying this bad, but certainly needs considering.
Exactly!It would also free both mages fury morphs.... One could be a stamina one
ZOS_JessicaFolsom wrote: »Just a small update for everyone to let you know we've pulled about 15 questions from the initial gathered batch (of 8 pages) and are working on answers for them. From there, we'll work on the next batch.