CaptainVenom wrote: »I couldn't run tests on PTS yet, and I have some questions regarding Negate Magic (Suppression Field, mostly)
1. Does anyone have a screenshot of Suppression Field magic damage? How much damage can it inflict?
2. It's possible to receive 8% Healing from Blood Magic when hitting with it? Since it's an AoE Ultimate, will ppl get 8% per NPC/player caught into the ultimate area or just 8%?
Thanks.
To all the sorcs threatening to reroll, JUST DO IT! I love these changes, no more running around the world with a damage shield when not in combat, the changes make no difference if you are in combat, and you don't need such a huge shield while just walking around out of combat. And for those worried about the PvE prospects of the game, it's fairly legit if you ask me, going a full glass cannon build means you got to be careful about mob mechanics and know which hits you can take and which you can't. I find it really unfair that other classes need a bare minimum of 18k- 20k health to be accepted into a raid where as if you are a sorc you just need like 10-13k health with a 30k dmg health shield. You got to give up something. It's balance, glass cannon = quicker death + more damage, going abut tanky = lesser damage + more survivability
RoxyPhoenix wrote: »What I dont get are the changes to dampen and bone shields. I mean why they even though of doing it in the first place. What exactly is the reason they turned dampen in to a hardened clone and bone in to a stam equivalent. So now, every magica/stamina character will get their own hardened ward, and sorc will have two. Is this is how they address shield stacking problem by giving out more shields ?
ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer for the Dark Brotherhood update. Please let us know how you feel about the changes we made to this class, if you ran into any bugs, and any other feedback you'd like to give.
Remove the component that surge heal dont proc with dots, the reason you add this was the low ticking dots. Since they change all dots that they tick every sec. and not 0,5 sec, all dots have a more or less high tick....
The biggest impact this will have for sorcerers is PVE. Many people have already stated, for pvp you reapply the shield every couple of seconds anyway. Which is odd, as the change was supposed to nerf sorcs in pvp. Only thing you notice in pvp is, that you can't keep the shield up outside of combat non stop, in combat, again, no change for sorc.
So in short, this nerf is hardly noticeable for the PVP sorc, but will impact many instances in PVE, mainly the solo instances.
Tyrannitar wrote: »Other things that I noticed while going through this thread:
-Does hurricane grant major expedition? If not, it should, and for a longer duration than thundering presence. Ideally 5 seconds at max rank. I only run this skill because it grants major expedition. I'd replace it with shuffle if it didn't.
-Will there be a bonus to the weapon damage increasing passive in order to compensate for the fact fighter's guild skills can be used to achieve higher weapon damage?
genjutsu_kami wrote: »POSOTIVE SORC FEEDBACK
Hello bruno,
Hope you are well, first of all I would like to say fantastic work on the new changes, its looking great. A few things need to be addressed and tone down but all in all great step with the new changes.
Now magic sorc bruno the, reduced time to 6 seconds for shield stacking is brilliant!! absolutely brilliant not only do sorcs now have to play creatively it also makes coming up against a sorc more balanced.
I have a sorc so I know exactly what I am talking about I played in year one as a magic sorc with nirnhound on everything and let me tell you not only was I bored of how ridiculous it was I was also disappointed how easy it was for a class which is so easy to pick up and master would be so tacky and obnoxious to fight against. I quit for 6 months because of the ease and lack of creativity sorcs play style was and it was repetitive in cyridil in every other sorc build. shield stacking was a major problem and you have taken the right steps by reducing the time.
The funny thing is bruno you will find that the ones that complain about shield stacking are usually the sorc that stack the most, good sorc players will adapt to this play style add a new dynamics to their play style. Please do not look at the negative comments and judge the change by the negative sorcs who constantly shield stack. I think this is so good and positive what you guys and girls have done for the community and I commend it.
Alternatively if people still do complain about it I would suggest making wards critable to some extent to continue the element of balance.
STAM SORC
Stam sorcs regrettably are not the most popular class to play although the changes you made to hurricane I think its fantastic, the extra tick damage adds a new dynamic of pressure in PVP and good damage boost for PVE, the silence super ability changes are perfect really good for tactical play. The only thing I would suggest is stam sorc have a DPS ability that works like concealed weapon, dragon whip/claw, bitting jabs. A stam morph of crystal blast would be perfect, crystal blast is rarely used this could now be a stam morph and work exactly the same as crystal frags. this gives us a DPS ability from our tree to use like the other classes.
Please consider that.
All in all well done on the new patch notes, again a few things still need to be addressed but overall sorc shields and shields in general reduced time is a blessing.
Yours truly,
Genjutsu_kami
Bigpunn225 wrote: »I will say this sorcerers were in a really good spot the last couple of patches. I'm cool with lowering the shields time frame down, But 6secs is too low. 12secs would be a better time frame. Sorcs do not have great heals or a built in dodge chance so we have to rely on that ward to keep us alive. NB for example have a built in dodge chance in their skill tree, with other stam builds using shuffle for a dodge chance. Stam builds are getting a shield of their own this patch. Does anyone else not see the issue with this? So on top of a mean 20% dodge chance you have like a 7k ward with bone shield now, plus the ability to dodge roll multiple times. Magicka sorcerers do not the luxury of really dodge rolling attacks often we also don't have a dodge chance on top of a ward, like stam builds are going to have. So now stam builds will have multiple ways of mitigating a ton of dmg while your killing the only way a sorcerer can survive affectively in pvp and in solo pve. The sorcerer was really hurt offensively as well, by taking away dawnbreaker. This was by far the best instant dps ulti we had. The point im trying to make is this you are really hurting this class form two different angles this patch. This wasn't a small change this was a complete game changing move.
Magicka Sorcs have Bolt Escape...which allows them to kite and burst if needed....This is basically their form of dodge...
and you have access to decent enough heals..and the primary heal you guys use is the same one virtually every other Magicka Class uses...Healing Ward..so saying you lack heals is rather ***.
He said we have no good CLASS heal, compared to DK or Templar he's right. We have one decent class defense: Hardened ward, and that needs to go back to where it was. Prevent stacking it with harness magicka if you want, but we don't have the heals, reflect, cloak, or mitigation that other magicka classes have. So we got a 20 second shield, on top of 20K health, most of you do a fine job of eating into it quickly.
It needs to go back, do this right. Fix shield stacking, by adding major/minor SHIELD. Don't wreck or nerf shields. Why is that so hard for ZOS?
There's absolutely NO reason to run Hardened ward over Harness Magicka due to the magic return and the equal size and duration. So our best class defense gets replaced by an arguably better ability that's available to everyone, and there's no bonus for using our class skill (2% damge increase? No. GFY). ZOS, who the hell's stupid idea is this?
You have access to surge and a passive in your line that gives you fairly decent heals in combat plus you have access to healing ward; again claiming you don't have access to heals is a load of *** cause every single magicka sorc runs restro staff because healing ward stacks so well with hardened... It's like saying you don't have access to a charge ability as a stamina user which you clearly do as a sorc in the form of crit charge or shield charge.
And bolt escape is a form of mitigation no matter how much you wish it wasn't.
As for having no reason to run hardened; it procs crystal fragments insta proc; you'd be insane not to use it over harness magicka.
Let me spell this change out for anyone who is too stupid to understand it. Get your notebook out, you ready? Here is the new sorc killing meta:
Sorc casts ward. Play defensively for 5 seconds. CC > Burst > Dead Sorc.
Sorcs do not have cloak, Sorcs do not have BoL, Sorcs do not have wings, vigor, rally, shuffle, block or dodge roll, but now EVERYONE has conjured ward to back those abilities up.
Sorc should have the longest lasting shield. I would be happy with 10 seconds.
6-8 seconds duration of wards ? Is this a joke ?
They will be completely useless in both pvp and pve(veteran maelstrom).
If this will go live, the 100 champion points of bastion will have to be relocated since there will be no reason for using the wards(especially in pvp).
The 100 points can be used for increasing the physical, magical/etc damage reduction as a compensation.
Though I don't think that investing in damage reduction will be enough to survive.
With the shield change and the lot of comment about it on this thread (I can understand them, they're at the right place), I seriously think we need an official stamina sorc thread if we want to be notated by ZOS.
Beside, here is a lot of ideas I've seen for stamsorc and what I'ld like to see aswel :
- Hurricane : this morph is bad, really bad. Not so powerful in pve, really weak in pvp. But it is a really good idea, a wind-user stamina warrior is really fun. Hurricane need the ability to keep the max damage and range if refreshed before the end of the effect, and either a damage boost or the major expedition boost for at least half the time.
- Crystal blast : a lot of people would like a spammable stamina ability for stamsorc, but I think stamsorc is better is focusing on weapon enhancement and personal utilities. So, I'ld like to see crystal blast become a stamina close ranged hard cc with a few damage. If they is a cast time, the ability should have both powerful cc and damage, but if the ability have no cast time the damage must be low (more or like stone fist, but with less range and an another animation).
- Pets : they really should scale with both magicka/stamina pool and damage. Stamsorc won't have any shield to protect them, but at least they will have more build available. After all, summon and necromancy in TES lore can use both magic power or stamina force of the user.
- Storm atronash : the first hit of one of the morph really need to do physical damage.
- Bound armament : it's actually the core ability of stamsorc, and it can be a really good idea with some help. First, it should be an active ability with passive effect (the 8% more stamina) and long effect (30 second at least), and secondly it should give a better effect when used (a 5% bonus damage to all weapon skill, or something like that).
- Power overload : the heavy overload attack is garbage in any case : weak aoe with weak range and high ultimate cost, cleave/pulsar are far better (and I don't even speak about steel tornado). Someone give the idea to have a wind change for the heavy attack, a canalized attack who do physical damage. It can be a beam with medium range like heavy resto/thunder staff ae, or a conic aoe but with similar damage to overload light attack. Of course, the actual morph effect should be a part of the base skill, just because it look great.
- Critical surge : since energized and disintegrate are now nearly useless for stamsorc, I would like to see crit surge adding a tiny thunder damage to all weapon damage (or all stamina damage) done. It can be a base number, or an added percentage like 2% of each damage except for targeted dot. It can be a real boost to overall damage without adding too much burst damage (except when disintegrate proc). And more, crit surge will be better than rally with that.
- Ball of lightning : someone suggested adding a stamina gap closer morph for this spell, similar to the enemy mage's one. I don't know if it's necessary with the new change to silver leash, but it may be cool. I might still choose the free direction morph, though.
- Energized : since stamsorc don't use thunder damage anymore, why not a similar change to DK's passive ? With the new amazing storm theme, stamsorc are focused on physical damage. Why not giving energized a boost for all physical damage too ? Of course, since weapon and fighter guild's damage are nearly all physical too, it must be less than 5%, perhaps 2% or 3%.
- Expert mage : with the new change to slayer (warrior guild), expert mage -a class passive- need a boost. Having a fighter guild's ability in our bar give more damage than a sorc one, and moreover fighter guild's abilities are more useful than sorc one for the most part. Stamsors actually can have more weapon damage than everyone to "compensate" their really poor abilities a little, and now this advantage is gone. Expert mage should give at least 4% more weapon damage for each sorc skill slotted, or a flat 6% weapon damage boost if at least one sorc skill is slotted. The magicka part shouldn't be changed, because the burst ability in pvp is already enough for magsorc (even if they really need some boost to sustain dps in pve).
And that all for my stamina sorcerer focused ideas. But I really want to add something about pets. They should be a pure active ability, who keep once summoned even on a bar where the skill isn't slotted. If the pet became a long duration "buff" (30 second to one minute), the summon time need to be tweaked a bit. If they became a short duration buff (less tan 30 second, and I hope it won't happen), then they need no summon time. And if they are a continuous duration, we need to be able to unsummon them (perhaps by using the pet key and the pet's ability key at the same time ?). In each case, their abilities still need the skill, and they only can be here if they are slotted on bar 1 or 2, not on overload bar (because you can slot them on overload bar, summon them and de-slot overload).
Oh, and I won't speak about shield duration on player on this post, but please… boost both duration and amount of shield on pets by a serious number. Thanks.
CaptainVenom wrote: »I couldn't run tests on PTS yet, and I have some questions regarding Negate Magic (Suppression Field, mostly)
1. Does anyone have a screenshot of Suppression Field magic damage? How much damage can it inflict?
2. It's possible to receive 8% Healing from Blood Magic when hitting with it? Since it's an AoE Ultimate, will ppl get 8% per NPC/player caught into the ultimate area or just 8%?
Thanks.
Seeing what you have done (and not done) with the Sorc, the only conclusion I can come to is that you do not know what you are doing.
Then of course the question arises, why am I playing a class that is maintained by people who do not know what they are doing?
So, I can either:
1) Join the lengthening list of utterly dissatisfied posters with the more than likely mythical hope that:
a) the class changes will be reversed
b) actual needed changes will be introduced
or
2) Park this latest wreckage for while and play my other game where the development team doesn't introduce class changes with a sledgehammer.
I am pretty sure that this has already written down by someone, but I don´t have time to read this complete thread =/
Stam Sorc. (Although it´s kinda a problem for mag sorcs too)
I love playing my stam sorc cause I am not forced to use a 2h to get my major brutality. Crit Sruge is a nice skill and you can create a build around that. But with the new patch even more players will use shields. And when you are using crit surge, you are screwed. Non critable shields. (Not to mentioned all the other benefits you get using a shield)
For the love of my khajiit stam sorc, make all shields bigger (in pvp) but let them be critable. Or give at least a reason why they are not critable and why you choose to do so!
And a stamfrag would be nice