The_Great_Maldini wrote: »Maybe a better a balance to the decreased duration of Hardened would be to take away the 50% PvP reduction. Shortened duration but more potent.
Yeah... it's more likly they're discussing more nerfs, perhaps cast times, making shields interruptible, crit-able, and adding them to major and minor system. But here's my suggestion. keep the nerfs... and make it also a purge. because I don't have time to purge, shield and attack.
@NativeJoe do you a link to your comment about every single poison being able to affect you from zergs? I am pretty sure I read that if someone else applies a poison to you it will override the first poison applied, which to me makes sense. Maybe I am wrong.
Your comments about VMA, yeah I am well aware of what this DLC is doing to our PvE. I don't understand how difficult it is to leave our abilities alone and just add a simple code, for example to hardened ward, that reads "This duration is reduced to 6 seconds while in Cyrodiil." That way we can keep *** separate from PvE.
Pts patch notes 2.4.2 highlighting the intentions:
*In several cases, applying two different poisons to your target will result in the first poison being overwritten by the second poison. This is not intended, and all different poison types will be able to coexist on the same target in a future patch.
The idea is that they can at best apply 20 or so different poisons to you if your just impossible to kill. Every poison will stack on top of the other. Basically it's the Zergs form of Proxy. Anyone dumb enough to try to come near a zerg will get tagged by poisons if not annilated. Also there are poisons which increase cost of ults..so if u wanted to ult bomb and *just had enough * to bomb em...sadly ur screwed. lol
@NativeJoe do you a link to your comment about every single poison being able to affect you from zergs? I am pretty sure I read that if someone else applies a poison to you it will override the first poison applied, which to me makes sense. Maybe I am wrong.
Your comments about VMA, yeah I am well aware of what this DLC is doing to our PvE. I don't understand how difficult it is to leave our abilities alone and just add a simple code, for example to hardened ward, that reads "This duration is reduced to 6 seconds while in Cyrodiil." That way we can keep *** separate from PvE.
Pts patch notes 2.4.2 highlighting the intentions:
*In several cases, applying two different poisons to your target will result in the first poison being overwritten by the second poison. This is not intended, and all different poison types will be able to coexist on the same target in a future patch.
The idea is that they can at best apply 20 or so different poisons to you if your just impossible to kill. Every poison will stack on top of the other. Basically it's the Zergs form of Proxy. Anyone dumb enough to try to come near a zerg will get tagged by poisons if not annilated. Also there are poisons which increase cost of ults..so if u wanted to ult bomb and *just had enough * to bomb em...sadly ur screwed. lol
That seems extremely bias towards a stamina build that uses dual wield because could they have a different poison on each weapon? I was only on PTS once, and I can't recall if the poison slot was for both weapons or if you could use two.
I am also just likely to step out of Cyrodiil for a while and focus on other things then, things outside of ESO that is.
This is such a gross change I can't begin to fathom the vision they are working towards.
bloodenragedb14_ESO wrote: »ok, so, how and when did this become about poisons. while ill agree they are a balance nightmare, thats not what this thread is about.
Biased? oh no... The creator of poisons is an admittedly mains a NB tho!But help me out here... as the lead for crafting in general is there any evidence duel wield is superior to other set ups? What are the benefits of duel wield? more weapon and spell damage, more set bonuses and possible combinations... and now you can drop more poisons on your target.
Sorcs are pretty much have had their staves nailed to their hands now in order to survive...so yeah....And previous to this patch... Sorcs WHERE the counter class to Nightblades. my kill counter proves this.
and seemingly ... imo ... nightblades have been after sorc shields for a while now. Parabellum, the first proposed changes to shielding? well stamina NBs got shot down there...but magicka nbs now have hardened ward effectively now...so I guess half the class finally won that battle. HOWEVER; with parabellum any NB can perma stealth and come in and out of combat with a really strong shield for hit and run tactics which would be very OP with poisons.
I don't see any bias here.
But I do see that sorcs are absolute NB food next patch because of the damage mitigation nerf. wandering from point a~B is going to be just asking to be 1~3 shot from stealth...and even a direct confrontation will be very difficult with fear and a 6 second shield. a 6 second shield may not seem bad... but it is a cut to potential dps...and if your fighting someone that can disengage to fully heal via stealth... it's a no win scenario.
Justice31st wrote: »ZOS, sorcerers need a bigger nerf than just a shorter duration of the most OP skill in the game. That is a joke since in PvP shields don't last longer than 10 seconds anyways. Shields need to be crittable, it is not fair that sorcerers do not have to be forced to use impen traited gear or CP since they can just spam shield stack hardened ward, so they get higher stats and more CP allocation. Also They have the strongest house in the game with their daedric mines, and also the strongest mobility with their streak. Please fix the problem. @Wrobel @ZOS_Finn @ZOS_GinaBruno @ZOS_RichLambert
Edit: And this is coming from someone who has a v16 Sorcerer.
Justice31st wrote: »ZOS, sorcerers need a bigger nerf than just a shorter duration of the most OP skill in the game. That is a joke since in PvP shields don't last longer than 10 seconds anyways. Shields need to be crittable, it is not fair that sorcerers do not have to be forced to use impen traited gear or CP since they can just spam shield stack hardened ward, so they get higher stats which gives them even stronger shield, and they get more CP allocation since they do not have to invest any points in crit resist. Also They have the strongest house in the game with their daedric mines, and also the strongest mobility with their streak. Please fix the problem. @Wrobel @ZOS_Finn @ZOS_GinaBruno @ZOS_RichLambert
Edit: And this is coming from someone who has a v16 Sorcerer.
Justice31st wrote: »ZOS, sorcerers need a bigger nerf than just a shorter duration of the most OP skill in the game...
@Yolokin_Swagonborn Whilst I agree many don't want to run pets, the impact of having the health buff on Aegis would be high and make more sense. However the simplest solution would be for Bound Armour to trigger the passive Daedric Protection along with Pets.
Ehm... Bound Armor does trigger the Daedric Protection passive.
For those complaining about magicka sorc DPS:
https://youtu.be/Bfi1e_2xif4
The potential for high DPS is definitely already there - next patch you can do the same with overlol builds by slotting Elegance set from vSO (+20% dmg on overload light/heavy attacks)
Justice31st wrote: »ZOS, sorcerers need a bigger nerf than just a shorter duration of the most OP skill in the game...
I main Sorcerer too and I think you're right there, but there is more that must be done to finally balance our class. Here are some ideas that might help.
Summoning tree needs serious rework. Every summoned pet should slowly drain Sorc's magicka and health since they are Daedra. If Sorc dies due to health drain then... well he wasn't careful enough.
Summoning Atronach should burn mana pool completely, its only fair since Atronach is so powerful.
Shields must be limited by number of hits, like DK's wings. I think 2-3 hits should be fine. And yes, they should decrease maximum magicka because you're taking no damage while shield is active, this is OP and should be balanced.
Bound Armor should be cast ability like shields with duration like 8-10 seconds and its magicka cost must be increased drastically. Constant Wards combined with Overload? Too OP.
The Blood Magic passive must drain health too since it is Blood Magic. Like in Dragon Age, you get the idea.
Sorcerers shouldn't have a 3rd skill bar because Overload is already too OP.
Surge should decrease maximum magicka while active because Sorcerer must concentrate on maintaining it. It must not proc from Overload attacks since Overload is that OP.
And finally to balance Overload... its cost must be increased and damage decreased since it hits like a truck, no other class have Ultimate that powerful. Also since it is called Overload that skill should have a small chance to completely burn your Magicka pool, like 25% per cast.
I hope the combat team consider that and finally make Sorcerer class balanced and in line with other Magicka DD.
Justice31st wrote: »ZOS, sorcerers need a bigger nerf than just a shorter duration of the most OP skill in the game...
I main Sorcerer too and I think you're right there, but there is more that must be done to finally balance our class. Here are some ideas that might help.
Summoning tree needs serious rework. Every summoned pet should slowly drain Sorc's magicka and health since they are Daedra. If Sorc dies due to health drain then... well he wasn't careful enough.
Summoning Atronach should burn mana pool completely, its only fair since Atronach is so powerful.
Shields must be limited by number of hits, like DK's wings. I think 2-3 hits should be fine. And yes, they should decrease maximum magicka because you're taking no damage while shield is active, this is OP and should be balanced.
Bound Armor should be cast ability like shields with duration like 8-10 seconds and its magicka cost must be increased drastically. Constant Wards combined with Overload? Too OP.
The Blood Magic passive must drain health too since it is Blood Magic. Like in Dragon Age, you get the idea.
Sorcerers shouldn't have a 3rd skill bar because Overload is already too OP.
Surge should decrease maximum magicka while active because Sorcerer must concentrate on maintaining it. It must not proc from Overload attacks since Overload is that OP.
And finally to balance Overload... its cost must be increased and damage decreased since it hits like a truck, no other class have Ultimate that powerful. Also since it is called Overload that skill should have a small chance to completely burn your Magicka pool, like 25% per cast.
I hope the combat team consider that and finally make Sorcerer class balanced and in line with other Magicka DD.
dafak did I just read
Justice31st wrote: »ZOS, sorcerers need a bigger nerf than just a shorter duration of the most OP skill in the game...
I main Sorcerer too and I think you're right there, but there is more that must be done to finally balance our class. Here are some ideas that might help.
Summoning tree needs serious rework. Every summoned pet should slowly drain Sorc's magicka and health since they are Daedra. If Sorc dies due to health drain then... well he wasn't careful enough.
Summoning Atronach should burn mana pool completely, its only fair since Atronach is so powerful.
Shields must be limited by number of hits, like DK's wings. I think 2-3 hits should be fine. And yes, they should decrease maximum magicka because you're taking no damage while shield is active, this is OP and should be balanced.
Bound Armor should be cast ability like shields with duration like 8-10 seconds and its magicka cost must be increased drastically. Constant Wards combined with Overload? Too OP.
The Blood Magic passive must drain health too since it is Blood Magic. Like in Dragon Age, you get the idea.
Sorcerers shouldn't have a 3rd skill bar because Overload is already too OP.
Surge should decrease maximum magicka while active because Sorcerer must concentrate on maintaining it. It must not proc from Overload attacks since Overload is that OP.
And finally to balance Overload... its cost must be increased and damage decreased since it hits like a truck, no other class have Ultimate that powerful. Also since it is called Overload that skill should have a small chance to completely burn your Magicka pool, like 25% per cast.
I hope the combat team consider that and finally make Sorcerer class balanced and in line with other Magicka DD.
dafak did I just read
Justice31st wrote: »ZOS, sorcerers need a bigger nerf than just a shorter duration of the most OP skill in the game...
I main Sorcerer too and I think you're right there, but there is more that must be done to finally balance our class. Here are some ideas that might help.
Summoning tree needs serious rework. Every summoned pet should slowly drain Sorc's magicka and health since they are Daedra. If Sorc dies due to health drain then... well he wasn't careful enough.
Summoning Atronach should burn mana pool completely, its only fair since Atronach is so powerful.
Shields must be limited by number of hits, like DK's wings. I think 2-3 hits should be fine. And yes, they should decrease maximum magicka because you're taking no damage while shield is active, this is OP and should be balanced.
Bound Armor should be cast ability like shields with duration like 8-10 seconds and its magicka cost must be increased drastically. Constant Wards combined with Overload? Too OP.
The Blood Magic passive must drain health too since it is Blood Magic. Like in Dragon Age, you get the idea.
Sorcerers shouldn't have a 3rd skill bar because Overload is already too OP.
Surge should decrease maximum magicka while active because Sorcerer must concentrate on maintaining it. It must not proc from Overload attacks since Overload is that OP.
And finally to balance Overload... its cost must be increased and damage decreased since it hits like a truck, no other class have Ultimate that powerful. Also since it is called Overload that skill should have a small chance to completely burn your Magicka pool, like 25% per cast.
I hope the combat team consider that and finally make Sorcerer class balanced and in line with other Magicka DD.
dafak did I just read
Think their Zos employees responding to this thread like they promised. At the very least they're right on track with the line of thinking.
@NativeJoe do you a link to your comment about every single poison being able to affect you from zergs? I am pretty sure I read that if someone else applies a poison to you it will override the first poison applied, which to me makes sense. Maybe I am wrong.
Your comments about VMA, yeah I am well aware of what this DLC is doing to our PvE. I don't understand how difficult it is to leave our abilities alone and just add a simple code, for example to hardened ward, that reads "This duration is reduced to 6 seconds while in Cyrodiil." That way we can keep *** separate from PvE.
Pts patch notes 2.4.2 highlighting the intentions:
*In several cases, applying two different poisons to your target will result in the first poison being overwritten by the second poison. This is not intended, and all different poison types will be able to coexist on the same target in a future patch.
The idea is that they can at best apply 20 or so different poisons to you if your just impossible to kill. Every poison will stack on top of the other. Basically it's the Zergs form of Proxy. Anyone dumb enough to try to come near a zerg will get tagged by poisons if not annilated. Also there are poisons which increase cost of ults..so if u wanted to ult bomb and *just had enough * to bomb em...sadly ur screwed. lol
That seems extremely bias towards a stamina build that uses dual wield because could they have a different poison on each weapon? I was only on PTS once, and I can't recall if the poison slot was for both weapons or if you could use two.
For example, if you ran DW lets say you gain 10% damage (an over-estimation)
but then you can't apply a debuff that reduces your enemy's stamina regeneration and magicka regeneration by 60%
Do you really think that is better?
So you can't apply said poison with your resto staff then swap over to DW bar?
Yes you can but shhhh... you are interrupting the rage.
However, remember the OP poisons they are raging over will for YOUR examole they will bring up the only 20% proc cjance but for their examples it seems oft forgotten.
Also keep in mind the dual enchant you have on main. Bar are trippled.
@STEVIL can you clarify your last sentence for me?
Also, I saw all the poisons and yes a lot of them look attractive but I don't think it's the end of the world. I think with certain builds and setups you can probably get by with normal enchants.
For example, if you ran DW lets say you gain 10% damage (an over-estimation)
but then you can't apply a debuff that reduces your enemy's stamina regeneration and magicka regeneration by 60%
Do you really think that is better?
So you can't apply said poison with your resto staff then swap over to DW bar?
Yes you can but shhhh... you are interrupting the rage.
However, remember the OP poisons they are raging over will for YOUR examole they will bring up the only 20% proc cjance but for their examples it seems oft forgotten.
Also keep in mind the dual enchant you have on main. Bar are trippled.
@STEVIL can you clarify your last sentence for me?
Also, I saw all the poisons and yes a lot of them look attractive but I don't think it's the end of the world. I think with certain builds and setups you can probably get by with normal enchants.
In DB the vslue of all enchantments went up by3x to 4x.
Poisons disable enchants.
So poison on your staff bar and no poison on your dw bar means that bar has enchants there are bigger.
Justice31st wrote: »ZOS, sorcerers need a bigger nerf than just a shorter duration of the most OP skill in the game. That is a joke since in PvP shields don't last longer than 10 seconds anyways. Shields need to be crittable, it is not fair that sorcerers do not have to be forced to use impen traited gear or CP since they can just spam shield stack hardened ward, so they get higher stats which gives them even stronger shield, and they get more CP allocation since they do not have to invest any points in crit resist. Also They have the strongest house in the game with their daedric mines, and also the strongest mobility with their streak. Please fix the problem. @Wrobel @ZOS_Finn @ZOS_GinaBruno @ZOS_RichLambert
Edit: And this is coming from someone who has a v16 Sorcerer.
cosmic_niklas_93b16_ESO wrote: »Justice31st wrote: »ZOS, sorcerers need a bigger nerf than just a shorter duration of the most OP skill in the game. That is a joke since in PvP shields don't last longer than 10 seconds anyways. Shields need to be crittable, it is not fair that sorcerers do not have to be forced to use impen traited gear or CP since they can just spam shield stack hardened ward, so they get higher stats which gives them even stronger shield, and they get more CP allocation since they do not have to invest any points in crit resist. Also They have the strongest house in the game with their daedric mines, and also the strongest mobility with their streak. Please fix the problem. @Wrobel @ZOS_Finn @ZOS_GinaBruno @ZOS_RichLambert
Edit: And this is coming from someone who has a v16 Sorcerer.
Yeah, if you got a problem with sorcs you just need to L2P, sorcs are the weakest class in DB.
YoloWizard wrote: »I did not read all recent comments but had an idea of the argument here.
Sorcerer is not bad AT ALL, it is actually very good and competitive. The only thing changed is it only got a bit harder to play but doing actual rotation and not just spam Overload. The only thing Sorc need is fixes and possibly slight adjustments thats all. Though I wouldn't mind spammable skill
And still can push it for much higher, I just need to improve and perfect my rotation
YoloWizard wrote: »I did not read all recent comments but had an idea of the argument here.
Sorcerer is not bad AT ALL, it is actually very good and competitive. The only thing changed is it only got a bit harder to play but doing actual rotation and not just spam Overload. The only thing Sorc need is fixes and possibly slight adjustments thats all. Though I wouldn't mind spammable skill
And still can push it for much higher, I just need to improve and perfect my rotation
YoloWizard wrote: »I did not read all recent comments but had an idea of the argument here.
Sorcerer is not bad AT ALL, it is actually very good and competitive. The only thing changed is it only got a bit harder to play but doing actual rotation and not just spam Overload. The only thing Sorc need is fixes and possibly slight adjustments thats all. Though I wouldn't mind spammable skill
And still can push it for much higher, I just need to improve and perfect my rotation
cpuScientist wrote: »Yet after all that I ask again nay I plead. Switch Bound aegis magicka with pet health passive. Make it that by just having a pet on your bar or don't i could care less. Just let us have an active pet over a static tri slot skill that does 1 thing. (The same bound aegis is had by NB with a passive, GET IT we have to give up 3 slots for something NB'S get PASSIVELY.)
Just switch it so we can have pets have a real spot on our DPS rotation. If you hate pets and they wander off too much. Set them to passive. Hold y and right click. They will always be on you and go where you go. If you.stand in red they will if you get out so will they. Also give console players control of pets. It's absurd that they don't have that, pets are truly horrible without control. (Also tip for Sorcs switch the Y button with the C button for pet control make it 1000% EASIER.
So once again, switch the magicka bound aegis with the health pet passive. This will help tanks and DPS alike.