Dark Exchange
This change had good intentions, but it misses the mark. While the amount healed was one of the complaints with this ability. The biggest roadblock to having this skill used in endgame content is the cast time. The cast time on this ability has to go; as long as it stays this skill will remain unused by endgame players. In addition to making it instant cast, I would like to see the increased healing reduced to 50% (instead of 100%), and have the heal scale up on the opposite resource used to cast it. (ex The heal from Dark Deal would cost magic, and return stam, but scale on your max stam and weapon damage.)
There's another thing they could do (while maintaining the skills' uniqueness & the overall design) - and that is making it uninterruptable (but CC should still work). That would make it viable outside the very niche bow kiting builds
Surge
This is the perfect example of a well intended buff gone very wrong. This is exactly how this skill worked back in 1.5 and it was changed because no one used it. Not only is this a a nerf to HPS and burst healing in PvE and PvP, for Magic and Stam Sorcs, but it also changes the core function of the heal. Surge was a unique heal because it provided you with opportunities to gain great burst healing while maintaining pressure on your target. With this change Surge no longer serves that function, and has now become an unreliable Rally without the on demand burst heal. There is no situation where using this would be better than using Rally.
@Wrobel when you told us you were going to return DoTs to Surge the general expectation was that the internal cooldown, and core functionality of the skill was going to stay the same. DoTs are already balanced due to the fact they have lower damage, most tick once a second, and there a ways to remove DoTs from yourself and allies. If you really feel that just adding DoTs to the base skill would make it to powerful then change the amount DoTs can heal heal for. Do not change the internal cooldown or the healing received from direct damage. We did not expect you to make this a worse version of 1.5's completely unused Surge.
With the addition of DoTs to Surge, the change to Flurry, and Silver Leash becoming a gap closer, I was really looking forward to running a Dual Wield and Bow build. However, this change will once again ensure we are chained to the Two Hand skill line if we want to retain a small semblance of our current survivability, in PvP.
Have you actually tested this on PTS? The heal is really strong considering it procs pretty much every second once you have DoTs etc going on. In terms of strength, it is on the same level as Vigor - only it lasts 33 seconds rather than 5, and gives you Major Brutality as well.
By no means is it a bad skill, or worse than before for builds like DW/Bow (pretty much every Rapid Strikes/Bloodthirst should proc it).
Tyrannitar wrote: »I really think they are making surge far too complicated.
Keep it Crit = 40/60% damage return as health, allow it to work with dots, proc every .5 or 1s, and add a rally style HoT...
Allows healing through shields, healing with flurry, large heal procs from crit rush, and works with crit and non crit builds.
You realize that you just described a nerf from what's on live right now, right?
Currently, the cooldown is .1 second.
If they let the current surge become compatible with those other skills, that'd be a buff.
Dark Exchange
This change had good intentions, but it misses the mark. While the amount healed was one of the complaints with this ability. The biggest roadblock to having this skill used in endgame content is the cast time. The cast time on this ability has to go; as long as it stays this skill will remain unused by endgame players. In addition to making it instant cast, I would like to see the increased healing reduced to 50% (instead of 100%), and have the heal scale up on the opposite resource used to cast it. (ex The heal from Dark Deal would cost magic, and return stam, but scale on your max stam and weapon damage.)
There's another thing they could do (while maintaining the skills' uniqueness & the overall design) - and that is making it uninterruptable (but CC should still work). That would make it viable outside the very niche bow kiting builds
Removing the cast time doesn't change the uniqueness or design. The skill is unique because it heals you and gives you resources from the opposite pool. Making it an instant cast ability that scales wouldn't change that. This skill will never be used in place of skills such as Rally/Vigor or Healing Ward/Healing Springs unless it's instant cast.Surge
This is the perfect example of a well intended buff gone very wrong. This is exactly how this skill worked back in 1.5 and it was changed because no one used it. Not only is this a a nerf to HPS and burst healing in PvE and PvP, for Magic and Stam Sorcs, but it also changes the core function of the heal. Surge was a unique heal because it provided you with opportunities to gain great burst healing while maintaining pressure on your target. With this change Surge no longer serves that function, and has now become an unreliable Rally without the on demand burst heal. There is no situation where using this would be better than using Rally.
@Wrobel when you told us you were going to return DoTs to Surge the general expectation was that the internal cooldown, and core functionality of the skill was going to stay the same. DoTs are already balanced due to the fact they have lower damage, most tick once a second, and there a ways to remove DoTs from yourself and allies. If you really feel that just adding DoTs to the base skill would make it to powerful then change the amount DoTs can heal heal for. Do not change the internal cooldown or the healing received from direct damage. We did not expect you to make this a worse version of 1.5's completely unused Surge.
With the addition of DoTs to Surge, the change to Flurry, and Silver Leash becoming a gap closer, I was really looking forward to running a Dual Wield and Bow build. However, this change will once again ensure we are chained to the Two Hand skill line if we want to retain a small semblance of our current survivability, in PvP.
Have you actually tested this on PTS? The heal is really strong considering it procs pretty much every second once you have DoTs etc going on. In terms of strength, it is on the same level as Vigor - only it lasts 33 seconds rather than 5, and gives you Major Brutality as well.
By no means is it a bad skill, or worse than before for builds like DW/Bow (pretty much every Rapid Strikes/Bloodthirst should proc it).
I haven't tested it on the PTS, but I have run the numbers for the max HPS this new Crit Surge can give you. Assuming that Crit Surge procs every second, and without chaining up my champion points to put points into Blessed or Quick Recovery. The maximum HPS I can receive from Crit Surge would be 3,900. This is on top of losing the significant burst heal potential Crit Surge currently has. That is significantly less than what I achieve on average using the current Surge. Since Crit Surge won't be procing every second Rally is going to be far more reliable, and has a burst heal option.
Tyrannitar wrote: »I really think they are making surge far too complicated.
Keep it Crit = 40/60% damage return as health, allow it to work with dots, proc every .5 or 1s, and add a rally style HoT...
Allows healing through shields, healing with flurry, large heal procs from crit rush, and works with crit and non crit builds.
You realize that you just described a nerf from what's on live right now, right?
Currently, the cooldown is .1 second.
If they let the current surge become compatible with those other skills, that'd be a buff.
Alright so then put it on a .1s cooldown. Still not rocket surgury.
Dark Exchange
This change had good intentions, but it misses the mark. While the amount healed was one of the complaints with this ability. The biggest roadblock to having this skill used in endgame content is the cast time. The cast time on this ability has to go; as long as it stays this skill will remain unused by endgame players. In addition to making it instant cast, I would like to see the increased healing reduced to 50% (instead of 100%), and have the heal scale up on the opposite resource used to cast it. (ex The heal from Dark Deal would cost magic, and return stam, but scale on your max stam and weapon damage.)
There's another thing they could do (while maintaining the skills' uniqueness & the overall design) - and that is making it uninterruptable (but CC should still work). That would make it viable outside the very niche bow kiting builds
Removing the cast time doesn't change the uniqueness or design. The skill is unique because it heals you and gives you resources from the opposite pool. Making it an instant cast ability that scales wouldn't change that. This skill will never be used in place of skills such as Rally/Vigor or Healing Ward/Healing Springs unless it's instant cast.Surge
This is the perfect example of a well intended buff gone very wrong. This is exactly how this skill worked back in 1.5 and it was changed because no one used it. Not only is this a a nerf to HPS and burst healing in PvE and PvP, for Magic and Stam Sorcs, but it also changes the core function of the heal. Surge was a unique heal because it provided you with opportunities to gain great burst healing while maintaining pressure on your target. With this change Surge no longer serves that function, and has now become an unreliable Rally without the on demand burst heal. There is no situation where using this would be better than using Rally.
@Wrobel when you told us you were going to return DoTs to Surge the general expectation was that the internal cooldown, and core functionality of the skill was going to stay the same. DoTs are already balanced due to the fact they have lower damage, most tick once a second, and there a ways to remove DoTs from yourself and allies. If you really feel that just adding DoTs to the base skill would make it to powerful then change the amount DoTs can heal heal for. Do not change the internal cooldown or the healing received from direct damage. We did not expect you to make this a worse version of 1.5's completely unused Surge.
With the addition of DoTs to Surge, the change to Flurry, and Silver Leash becoming a gap closer, I was really looking forward to running a Dual Wield and Bow build. However, this change will once again ensure we are chained to the Two Hand skill line if we want to retain a small semblance of our current survivability, in PvP.
Have you actually tested this on PTS? The heal is really strong considering it procs pretty much every second once you have DoTs etc going on. In terms of strength, it is on the same level as Vigor - only it lasts 33 seconds rather than 5, and gives you Major Brutality as well.
By no means is it a bad skill, or worse than before for builds like DW/Bow (pretty much every Rapid Strikes/Bloodthirst should proc it).
I haven't tested it on the PTS, but I have run the numbers for the max HPS this new Crit Surge can give you. Assuming that Crit Surge procs every second, and without chaining up my champion points to put points into Blessed or Quick Recovery. The maximum HPS I can receive from Crit Surge would be 3,900. This is on top of losing the significant burst heal potential Crit Surge currently has. That is significantly less than what I achieve on average using the current Surge. Since Crit Surge won't be procing every second Rally is going to be far more reliable, and has a burst heal option.
Hey, what do you think, what is better: a 100% reliable 1.5k/2 hps Heal, or a 4/4.5k HPs still quite reliable Heal?
As far as i remeber, rally can crit, and so can surge now.
So having a skill that heals you around 2-3 times more but is a little bit less reliable is bad for you, just because the weaker HoT can crit you full when you are lucky enought to get a long cast time befor recasting it?
I like the new Surge, even if it gives you less heal overall for some builds. Its quite reliable when using 2-3 DoTs, or an aoe DoT on multiple targets.
And for Flurry Builds its from 0 to something what is not bad in my eyes
Yolokin_Swagonborn wrote: »I really wish that we could focus on something else other than surge. If Stamina Sorcs are supposed to depend on surge for heals then we are toast. It just isn't there yet. I was hoping they would address some of the other areas stam sorcs lack as a class like an armor debuff, ways to return stamina, and, of course, direct class stam damage. Now we are going to spend the rest of our remaining time talking about surge while other issues are outstanding.
Yolokin_Swagonborn wrote: »I really wish that we could focus on something else other than surge. If Stamina Sorcs are supposed to depend on surge for heals then we are toast. It just isn't there yet. I was hoping they would address some of the other areas stam sorcs lack as a class like an armor debuff, ways to return stamina, and, of course, direct class stam damage. Now we are going to spend the rest of our remaining time talking about surge while other issues are outstanding.
I guess we can talk passives though
Edit: it seems like ZOS wants Stam sorcs to be weapon based, high weapon power, high mobility, and passive heals. So I doubt we will get much in direct damage or other buffs. I'm jaded though, so not very optimistic
Some great feedback in here. We're looking at addressing the following issues:
- Lack of Sorcerer passives that are effective with stamina builds
- Critical Surge doesn't proc with Flurry or DoT based builds
- Stamina sorcerer doesn't feel unique from other stamina classes
It is just really sad that our class uniqueness resides with pets almost no one cares to use as their DPS is horrible, their survivability is deplorable and the control you give us over them is nearly nonexistent.
Some great feedback in here. We're looking at addressing the following issues:
- Lack of Sorcerer passives that are effective with stamina builds
- Critical Surge doesn't proc with Flurry or DoT based builds
- Stamina sorcerer doesn't feel unique from other stamina classes
It is just really sad that our class uniqueness resides with pets almost no one cares to use as their DPS is horrible, their survivability is deplorable and the control you give us over them is nearly nonexistent.
I applaud
The surge change for stamina sorcerers simply pushes us to run DoT builds if we want healing. I have done some testing and it seems to work if you can keep them up But ultimately it forces a specific style of play as much or maybe more than the old surge did. And it loses all burst heal capability which is dangerous.
Also I haven't tried vmsa so I simply don't know if the heals are enough to enable us to survive, but without a gap closer I think it will be hard work.
Dark Exchange
This change had good intentions, but it misses the mark. While the amount healed was one of the complaints with this ability. The biggest roadblock to having this skill used in endgame content is the cast time. The cast time on this ability has to go; as long as it stays this skill will remain unused by endgame players. In addition to making it instant cast, I would like to see the increased healing reduced to 50% (instead of 100%), and have the heal scale up on the opposite resource used to cast it. (ex The heal from Dark Deal would cost magic, and return stam, but scale on your max stam and weapon damage.)
There's another thing they could do (while maintaining the skills' uniqueness & the overall design) - and that is making it uninterruptable (but CC should still work). That would make it viable outside the very niche bow kiting builds
Removing the cast time doesn't change the uniqueness or design. The skill is unique because it heals you and gives you resources from the opposite pool. Making it an instant cast ability that scales wouldn't change that. This skill will never be used in place of skills such as Rally/Vigor or Healing Ward/Healing Springs unless it's instant cast.Surge
This is the perfect example of a well intended buff gone very wrong. This is exactly how this skill worked back in 1.5 and it was changed because no one used it. Not only is this a a nerf to HPS and burst healing in PvE and PvP, for Magic and Stam Sorcs, but it also changes the core function of the heal. Surge was a unique heal because it provided you with opportunities to gain great burst healing while maintaining pressure on your target. With this change Surge no longer serves that function, and has now become an unreliable Rally without the on demand burst heal. There is no situation where using this would be better than using Rally.
@Wrobel when you told us you were going to return DoTs to Surge the general expectation was that the internal cooldown, and core functionality of the skill was going to stay the same. DoTs are already balanced due to the fact they have lower damage, most tick once a second, and there a ways to remove DoTs from yourself and allies. If you really feel that just adding DoTs to the base skill would make it to powerful then change the amount DoTs can heal heal for. Do not change the internal cooldown or the healing received from direct damage. We did not expect you to make this a worse version of 1.5's completely unused Surge.
With the addition of DoTs to Surge, the change to Flurry, and Silver Leash becoming a gap closer, I was really looking forward to running a Dual Wield and Bow build. However, this change will once again ensure we are chained to the Two Hand skill line if we want to retain a small semblance of our current survivability, in PvP.
Have you actually tested this on PTS? The heal is really strong considering it procs pretty much every second once you have DoTs etc going on. In terms of strength, it is on the same level as Vigor - only it lasts 33 seconds rather than 5, and gives you Major Brutality as well.
By no means is it a bad skill, or worse than before for builds like DW/Bow (pretty much every Rapid Strikes/Bloodthirst should proc it).
I haven't tested it on the PTS, but I have run the numbers for the max HPS this new Crit Surge can give you. Assuming that Crit Surge procs every second, and without chaining up my champion points to put points into Blessed or Quick Recovery. The maximum HPS I can receive from Crit Surge would be 3,900. This is on top of losing the significant burst heal potential Crit Surge currently has. That is significantly less than what I achieve on average using the current Surge. Since Crit Surge won't be procing every second Rally is going to be far more reliable, and has a burst heal option.
Mettaricana wrote: »I can't get on pts but what's the deal with new flurry? Since wrecking blow got changed for either knock down or empower I'm debating going to dw for my stam skrc and piling on those wep dmg enchants.
The surge change for stamina sorcerers simply pushes us to run DoT builds if we want healing. I have done some testing and it seems to work if you can keep them up But ultimately it forces a specific style of play as much or maybe more than the old surge did. And it loses all burst heal capability which is dangerous.
Also I haven't tried vmsa so I simply don't know if the heals are enough to enable us to survive, but without a gap closer I think it will be hard work.
IF we struggle from a sudden loss of much hp, we can always press bone shield, or dodge 1-2 times, waiting for our HP to come back.
I dont realy see me forces to play DW, my Bow Bar with Caltrops, Volley or Injection(PVE/PVP) + Hurricane will give me enough Dots to have it proc on little waste. I can still go and play a sword/board Setup.
The only thing thats probably gets a LOT weaker is the 2h weapon with Uppercut.
For the missing Gap Closer can you always take silver leash now(yes i know its ugly). And as we are still sorcs, we can always Streak to where we wanna be.
Alright, this took a little while to type down, but here it goes. Sorcerers as I think they should / could be.
Dark Magic
Negate Magic: [As in Live]
- Suppression Field: [As in the PTS] Create a globe of magic suppression, dispelling enemy placed effects instantly.
Enemy players will be silenced rather than stunned.
Heals you and your allies standing within the area of effect by X.- Absorption Field: [As in the PTS] Create a globe of magic suppression, dispelling enemy placed effects instantly.
Enemy players will be silenced rather than stunned.
Deals X Magic Damage to enemies standing within the area of effect.
Dark Exchange: Drains an enemy's strength causing X Magic Damage and Healing the caster by Y% of the Damage Caused. (Ranged, instant cast, 3000 – 3500 Magicka cost)
- Dark Slash: [Replacing Dark Deal] Drains an enemy's strength causing X Magic Damage and Healing the caster by Y% of the Damage Caused.
Causes Z additional Magic Damage (Melee, instant cast, 3000 – 3500 Magicka cost)- Dark Conversion: Drains an enemy's strength causing X Magic Damage and Healing the caster by Y% of the Damage Caused.
Additionally regains Z% of the Damage caused as Magicka (Increased Range, instant cast, 3000 – 3500 Magicka cost)
Argument: This skill can be balanced to increase Sorcerer Magicka DPS just enough to be in the same level as the other Magicka Builds and Classes. It would replace Force Pulse in our rotation and its numbers could played with to fix the class's sustain issues while also creating diversity by stimulating the creation of a Melee DPS Magicka Sorcerer. At the same time it preserves some of the original essence of Dark Exchange.
Encase:[As in Live]
- Shattering Prison: [As in Live]
- Restraining Prison: [As in Live]
Rune Prison: [As in Live]
- Rune Cage: [As in Live]
- Defensive Rune: [As in Live]
Crystal Shard: [As in Live]
- Crystal Blade: [Replacing Crystal Blast] Conjure a dark crystal blade and toss it at an enemy, dealing X Physical Damage and stunning them for 2 seconds.
Casting any other Stamina ability has a 35% chance of causing your next Crystal Blade to be instant, cause the target to bleed for Y seconds, and cost 50% less Stamina.- Crystal Fragments: [As in Live]
Daedric Curse: [Swap with Daedric Mines – As in Live]
- Daedric Prey: [As in Live]
- Velocious Curse: Curses an enemy with a destructive rune dealing X Magic Damage every second and Y Magic Damage to all other nearby enemies after 3.5 seconds.
Has shorter duration and is converted into a true DoT.
Argument: This ability should be swapped with Daedric Mines for a few reasons, the first being both skills are daedric in nature, but Daedric Curse doesn't summon anything and is not affected in anyway by the passives in the Daedric Summoning Tree. Meanwhile curses are considered Dark Magic and Daedric Mines actually does summon something, not to mention certain passives in Summoning Tree could be tinkered to affect that skill positively.
Unholy Knowledge: [As in Live]
Blood Magic: [As in Live ]
Persistence: [As in Live]
Exploitation: [As in Live]
Daedric Summoning
Argument: Allow all Magicka Scaling Pets to gain extra damage from Spell Power and Stamina Pets to gain extra damage from Weapon Power as well. That or simply increase their damage slightly.
Summon Storm Atronach: [As in Live]
- Greater Storm Atronach: Summon a storm atronach at the target location. The atronach's arrival deals X Shock Damage and stuns nearby enemies for 3 seconds. The atronach cannot move but attacks the nearest enemy.
An ally can activate Lightning Barrier, granting a energy shield to all allies in range and the atronach absorbing Y damage for 8 seconds. Atronach has increased duration, health and damage.
Upon Synergy activation, grants all allies in range a energy shield (similar to barrier).- Summon Empowering Atronach: Summon a storm atronach at the target location. The atronach's arrival deals X Shock Damage and stuns nearby enemies for 3 seconds. The atronach cannot move but attacks the nearest enemy.
An ally can activate Charged Lightning, giving both the ally, the Atronach's caster and the atronach Major Berserk, increasing their damage by 25% for 8 seconds.
Caster of the Atronach is also granted Major Berserk upon the activation of the Atronach's Synergy. Additionally, the Atronach has a powerful area effect attack.
Argument: One of the things Sorcerers currently lack is useful utility for a raid or dungeon group. Granting Minor Prophecy is simply not enough and I believe Zenimax recognizes such as true as they are buffing Negate. This changes would grant the Atronach more power and interesting utility, the first morph would sacrifice damage to shield the raid and the second morph would empower not only the ally who activated the synergy, but also the sorcerer, helping the sorcerer DPS.
Unstable Familiar: [As in the PTS]*
- Summon Unstable Clannfear: Command the powers of Oblivion to send a clannfear to fight at your side. The clannfear's attacks deal X Physical Damage plus an additional 15%.
Once summoned you can activate the clannfear's special ability, tail swiping nearby enemies and taunting the primary target for Y seconds.
The clannfear remains until killed or unsummoned. (Stamina Based)- Summon Volatile Familiar: [As in PTS]*
Bound Armor: Protect yourself with the power of Oblivion, creating a suit of Daedric mail that grants Minor Resolve and Minor Ward, increasing your Armor and Spell Resistance by X.
- Bound Armaments: Protect yourself with the power of Oblivion, creating a suit of Daedric mail that grants Minor Resolve and Minor Ward, increasing your Armor and Spell Resistance by X.
The armor also increases your Max Stamina by 5%.
Once summoned you can activate the armament's special ability, granting Minor Berserk, increasing all damage done by 8% for 5 seconds.- Bound Aegis: Protect yourself with the power of Oblivion, creating a suit of Daedric mail that grants Minor Resolve and Minor Ward, increasing your Armor and Spell Resistance by X.
The armor also increases your Max Health by 5%.
Once summoned you can activate the armor's special ability, healing you for 35% of your Maximum Health
Argument: Again, in an effort to diversify builds this skills would support both Stamina and Tanking sorcerers greatly. The self heal removed from Clannfear coupled with the 5% Health increase would make this a useful toggle for Tanks while Minor Berserk would make Bound Armaments tempting not just for Stamina Sorcerers but also for Magicka Sorcerers. The 5% Stamina increase would be very useful for Stam DPS, but would also be tempting for tanks needing additional resources for blocking, etc.
Summon Winged Twilight: [As in PTS]*
- Summon Twilight Tormentor: [As in PTS]*
- Summon Twilight Matriarch: [As in PTS]*
Daedric Mines: [As in Live]
- Daedric Tomb: [As in Live]
- Daedric Minefield: [As in Live]
Conjured Ward: Conjures globes of Daedric energy for protection granting you a damage shield that absorbs X damage for 6 seconds and healing your pets for Y.
- Hardened Ward: Conjures globes of Daedric energy for protection granting you a damage shield that absorbs X damage for 6 seconds and healing your pets for Y.
While the ward is active, your summoned creatures are immune to damage.
Your damage shield absorbs 30% more damage.- Empowered Ward: Conjures globes of Daedric energy for protection granting you a damage shield that absorbs X damage for 6 seconds and healing your pets for Y.
While the ward is active, your summoned creatures are immune to damage.
This skill also grants Minor Intellect to you and nearby allies, increasing your Magicka Recovery by 10% for 20 seconds and has reduced cost.
Argument: With the changes proposed above and the considerable nerf to all shields in the game this skill needs a few changes to remain viable, not to mention pets need better protection, specially as Sorcerers will no longer be able to maintain their Wards up 100% of the time. The idea here is to use your ward when your pet is going low on health or when you know it and your self are about to get hit with a massive amount of damage. The choice for the sorcerer would then be between having a larger shield or having their shield cost less and provide some minor utility for their allies.
Rebate: When one of your summoned creatures or mines is killed or triggered, you are restored X Magicka.
Power Stone: [As in Live]
Daedric Protection: [As in Live]
Expert Summoner: Grants you 4/8% more maximum magicka whenever you have a Daedric Summoning pet active.
Argument: Not only would this increase sorcerer DPS by increasing the Magicka pool, it would also increase the pet's DPS and thus make them more attractive. This would also help Tank builds that utilize the Clannfear as part of their build.
Storm Calling
Overload: Charge your fists with the power of the storm. Light attacks become lightning bolts, dealing X Shock Damage and 5% additional damage.
Attacks deplete Ultimate until you run out or the ability is toggled off.
- Power Overload: Charge your fists with the power of the storm. Light attacks become lightning bolts, dealing X Shock Damage and 10% additional damage.
Attacks deplete Ultimate until you run out or the ability is toggled off.- Energy Overload: Charge your fists with the power of the storm. Light attacks become lightning bolts, dealing X Shock Damage and 5% additional damage.
Attacks deplete Ultimate until you run out or the ability is toggled off and restore X Magicka and / or Stamina.
Argument: First of all, this ultimate is, in my opinion, the best sorcerer ultimate, not only because its potential burst damage but also because it unlocks a third bar. For a class with quite a few toggles, that is quite a useful feature.
That is not to say it doesn't need a few small changes. Nerfs to its damage have made prolonged use of this ultimate less advantageous, so it could use a slight increase in its power. More importantly though, this is a ultimate plagued by bugs, the most annoying one being getting 'stuck' in heavy attack mode. As its heavy attack isn't powerful enough to be used, I propose simply disabling it as it is not truly a feature for the ultimate, but a problem. Power overload should be about making the ultimate more powerful, not about range and energy overload should return the resource that is actually useful to the sorcerer using the ability or simply return both resources.
Mage's Fury: [As in Live]
- Mage's Wrath: [As in Live]*
- Endless Fury: Call down lightning to strike an enemy for X Shock Damage.
If target enemy's health falls below 20% within 4 seconds, an explosion deals an additional Y Shock Damage to the target and Z Shock Damage to other enemies nearby.
Applies a lighting charge that increases the damage of the next cast of Endless Fury by 10% stacking up to 3 times.
Argument: I think no one will argue that Endless Fury feels lackluster when compared to Mage's Wrath. The use of the skill doesn't feel endless at all as its special trait only activates when you kill your enemy and at least in PvE that usually mean the fight is over and you don't need the very small amount of Magicka it returns. This change would encourage spamming this ability and would be an interesting boost for extra damage against enemies that won't die to just one or two explosions. I also believe Mage's Wrath AoE 'Explosion' could use buffs.
Lightning Form: [As in Live]
- Hurricane: [Replacing Thundering Presence] Manifest yourself as lightning to gain Major Resolve and Major Ward, increasing Armor and Spell Resistance by X for 20 seconds.
While active, nearby enemies will take Y Physical Damage each second. The size and damage of the periodic effect increases the longer it is active, going up to 225% more damage and up to 9 meters in size.
Grants the Minor Expedition buff at all times while it is active.- Boundless Storm: [As in Live]*
Argument: The new Stamina morph for this ability seems great, but it does make the Magicka morph feeling very lackluster. Its cost is higher, its damage is weaker and the duration of its speed buff is considerably shorter, even if the buff is more powerful. Yes, the duration is longer which justify the higher cost, but the damage of the Magicka morph for this ability could use some small buff and its range could see a small increase.
Lightning Splash: [As in Live]
- Liquid Lightning: [As in Live]*
- Lightning Flood: [As in Live]
Argument: This is a good skill, but Liquid Lightning can be tricky to target. I would gladly see that morph lose its AoE aspect and become a more traditional, single target, powerful DoT. It is not a necessary change though.
Surge: [As in the PTS]*
- Power Surge: [As in the PTS]*
- Critical Surge: [As in the PTS]*
Argument: I heavily dislike some of the changes this skill suffered this last patch, but I believe Zenimax is still working the numbers. Besides, I believe other changes proposed above would take care of the sustain issues the changes to Surge's internal cooldown and heals would cause.
Bolt Escape: [As in Live]*
- Streak: [As in Live]*
- Ball of lightning: [As in Live]*
Argument: I will admit this is not a skill a use a lot as my enjoyment in PvP tends to fizzle out after fighting the considerable lag of Cyrodill for about an hour. I do believe the stacking cost increase intended to punish repetitive uses of the skill should be balanced out by a damage increase for each repetitive use. The idea is to keep sorcerers from spamming the ability to run away when they are in trouble, but if the sorcerer is using this ability aggressively, that should be rewarded.
Capacitor: [As in Live]
Energized: [As in the PTS]*
Argument: This is a good passive and the change to it adding Physical Damage is a step on the right direction. I'd love to see that damage buff extended to Magic Damage as well or to all Elemental Damage instead of just Shock Damage. Again, with the changes proposed above this may not be needed.
Implosion: [As in the PTS]
Expert Mage: [As in Live]
Dark Exchange
This change had good intentions, but it misses the mark. While the amount healed was one of the complaints with this ability. The biggest roadblock to having this skill used in endgame content is the cast time. The cast time on this ability has to go; as long as it stays this skill will remain unused by endgame players. In addition to making it instant cast, I would like to see the increased healing reduced to 50% (instead of 100%), and have the heal scale up on the opposite resource used to cast it. (ex The heal from Dark Deal would cost magic, and return stam, but scale on your max stam and weapon damage.)
There's another thing they could do (while maintaining the skills' uniqueness & the overall design) - and that is making it uninterruptable (but CC should still work). That would make it viable outside the very niche bow kiting builds
Removing the cast time doesn't change the uniqueness or design. The skill is unique because it heals you and gives you resources from the opposite pool. Making it an instant cast ability that scales wouldn't change that. This skill will never be used in place of skills such as Rally/Vigor or Healing Ward/Healing Springs unless it's instant cast.Surge
This is the perfect example of a well intended buff gone very wrong. This is exactly how this skill worked back in 1.5 and it was changed because no one used it. Not only is this a a nerf to HPS and burst healing in PvE and PvP, for Magic and Stam Sorcs, but it also changes the core function of the heal. Surge was a unique heal because it provided you with opportunities to gain great burst healing while maintaining pressure on your target. With this change Surge no longer serves that function, and has now become an unreliable Rally without the on demand burst heal. There is no situation where using this would be better than using Rally.
@Wrobel when you told us you were going to return DoTs to Surge the general expectation was that the internal cooldown, and core functionality of the skill was going to stay the same. DoTs are already balanced due to the fact they have lower damage, most tick once a second, and there a ways to remove DoTs from yourself and allies. If you really feel that just adding DoTs to the base skill would make it to powerful then change the amount DoTs can heal heal for. Do not change the internal cooldown or the healing received from direct damage. We did not expect you to make this a worse version of 1.5's completely unused Surge.
With the addition of DoTs to Surge, the change to Flurry, and Silver Leash becoming a gap closer, I was really looking forward to running a Dual Wield and Bow build. However, this change will once again ensure we are chained to the Two Hand skill line if we want to retain a small semblance of our current survivability, in PvP.
Have you actually tested this on PTS? The heal is really strong considering it procs pretty much every second once you have DoTs etc going on. In terms of strength, it is on the same level as Vigor - only it lasts 33 seconds rather than 5, and gives you Major Brutality as well.
By no means is it a bad skill, or worse than before for builds like DW/Bow (pretty much every Rapid Strikes/Bloodthirst should proc it).
I haven't tested it on the PTS, but I have run the numbers for the max HPS this new Crit Surge can give you. Assuming that Crit Surge procs every second, and without chaining up my champion points to put points into Blessed or Quick Recovery. The maximum HPS I can receive from Crit Surge would be 3,900. This is on top of losing the significant burst heal potential Crit Surge currently has. That is significantly less than what I achieve on average using the current Surge. Since Crit Surge won't be procing every second Rally is going to be far more reliable, and has a burst heal option.
Go test Crit Surge on PTS before judging - doesn't it mean anything to you that it heals for as much (or more) than Vigor every second - while lasting 33 seconds instead of 5?
but I just don't see a melee ultimate pet working (unless it is absolutely useless for PVP)