Hey Eric! This is Faso! I play a magicka sorc and have for almost 2 years. I was wondering if you have looked at the ball of lightning ability and buffing it or changing its functionality? It is
Currently a non existent skill within pvp and even PVE content ( VMA, etc) and was wondering with the recent nerfs to sorc as a whole if you have considered re structuring the ability...
Hey Eric! This is Faso! I play a magicka sorc and have for almost 2 years. I was wondering if you have looked at the ball of lightning ability and buffing it or changing its functionality? It is
Currently a non existent skill within pvp and even PVE content ( VMA, etc) and was wondering with the recent nerfs to sorc as a whole if you have considered re structuring the ability...
I would love to see Ball of Lightining as stamina based gap closer teleporting user to enemie using lightnings.
Cinnamon_Spider wrote: »@Wrobel
Please, for the love of all that is good and holy, revert or revamp some of your sorc changes. You've nerfed us heavily. Meanwhile, the other classes have been buffed. It is very hard to be competitive after what you've done. It's a travesty.
Doesn't that sound AWESOME? LOL.Daedric Summoning
Bound Armor: This ability and its morphs now display new, permanent visual effects when they are toggled on. The new visuals are significantly less obtrusive than before and no longer hide all the other gear your character is wearing.
Summon Unstable Familiar: The pet summoned from this ability and its morphs will no longer follow you quite as close when you are out of combat. This will help prevent it from interfering with non-combat activities such as looting and pickpocketing. These pets now position themselves at your left side.
Summon Winged Twilight: The pet summoned from this ability and its morphs will no longer follow you quite as close when you are out of combat. This will help prevent it from interfering with non-combat activities such as looting and pickpocketing. These pets now position themselves at your right side.
Hey guys! What did you all think of those awesome incoming changes for Sorcerers on patch 2.5?!Doesn't that sound AWESOME? LOL.Daedric Summoning
Bound Armor: This ability and its morphs now display new, permanent visual effects when they are toggled on. The new visuals are significantly less obtrusive than before and no longer hide all the other gear your character is wearing.
Summon Unstable Familiar: The pet summoned from this ability and its morphs will no longer follow you quite as close when you are out of combat. This will help prevent it from interfering with non-combat activities such as looting and pickpocketing. These pets now position themselves at your left side.
Summon Winged Twilight: The pet summoned from this ability and its morphs will no longer follow you quite as close when you are out of combat. This will help prevent it from interfering with non-combat activities such as looting and pickpocketing. These pets now position themselves at your right side.
cosmic_niklas_93b16_ESO wrote: »Hey guys! What did you all think of those awesome incoming changes for Sorcerers on patch 2.5?!Doesn't that sound AWESOME? LOL.Daedric Summoning
Bound Armor: This ability and its morphs now display new, permanent visual effects when they are toggled on. The new visuals are significantly less obtrusive than before and no longer hide all the other gear your character is wearing.
Summon Unstable Familiar: The pet summoned from this ability and its morphs will no longer follow you quite as close when you are out of combat. This will help prevent it from interfering with non-combat activities such as looting and pickpocketing. These pets now position themselves at your left side.
Summon Winged Twilight: The pet summoned from this ability and its morphs will no longer follow you quite as close when you are out of combat. This will help prevent it from interfering with non-combat activities such as looting and pickpocketing. These pets now position themselves at your right side.
Eh, I gave up on the game, most I've done this entire patch is 30 minutes to chat with a few friends that asked why I'm barely on these days, the rest of the time I was only on to feed my horse on an alt. xD
ZoS are so damn incompetent that it's scary, really. They can ban me for speaking the truth if they want, but it doesn't make their incompetence any better.
cosmic_niklas_93b16_ESO wrote: »cosmic_niklas_93b16_ESO wrote: »Hey guys! What did you all think of those awesome incoming changes for Sorcerers on patch 2.5?!Doesn't that sound AWESOME? LOL.Daedric Summoning
Bound Armor: This ability and its morphs now display new, permanent visual effects when they are toggled on. The new visuals are significantly less obtrusive than before and no longer hide all the other gear your character is wearing.
Summon Unstable Familiar: The pet summoned from this ability and its morphs will no longer follow you quite as close when you are out of combat. This will help prevent it from interfering with non-combat activities such as looting and pickpocketing. These pets now position themselves at your left side.
Summon Winged Twilight: The pet summoned from this ability and its morphs will no longer follow you quite as close when you are out of combat. This will help prevent it from interfering with non-combat activities such as looting and pickpocketing. These pets now position themselves at your right side.
Eh, I gave up on the game, most I've done this entire patch is 30 minutes to chat with a few friends that asked why I'm barely on these days, the rest of the time I was only on to feed my horse on an alt. xD
ZoS are so damn incompetent that it's scary, really. They can ban me for speaking the truth if they want, but it doesn't make their incompetence any better.
Tell me about it... I've been struggling to find the motivation to level my new DK kitty and this coming expansion doesn't help at all. No class balancing at all, no buffs to magicka DPS at all, near to no new good content added... I had to laugh when I read the changes to sorcerers though... After the thousands of posts regarding the class issues, the polls, the videos, the number evidence provided by players... It was all pointless cause... Well, cause @Wrobel said so. How did he put it? Some classes are simply better than others? Translating, *** balance?
Yeah, something like that. Wrobel really needs to be fired today and thrown out on his ass so he doesn't poison the game with his presence any longer.
datgladiatah wrote: »I don't really see the need in getting mad at the moment because it clearly needs a lot of work. If it was your job I'd have to laugh off some of the personal targeting/offensive *** coming my way too because how else would I be sane? Balance has to come through testing and there's clearly room for a revamp. Who knows if that'll happen though.
I've been disappointed at magicka sorc mechanics since beta. Since then they at least made the silencing field ult morphs more fun and made summoning actives. But Daedric pet mechanics are still abysmal. I don't see why there couldn't be personal X active macros on them too to add extra abilities and controls, because even if they were buffed they still wouldn't be fun to play.
Storm calling is REALLY lame in a lot of ways too. But Hurricane showed a good sign of support to other storm themes, like gale based physical attacks and ACTUAL storm. They should altogether delete liquid lightning because it's not a fun or strong ability in PvE and definitely not in PvP. I think the only real complaint i don't have is with dark magic, but it doesn't remove the fact that their abilities are very particular like exchange or morphs are plain bad like the aoe crystal shard one.
Oh and Overload adds a 3rd bar and is probably always going to be a preference for most people in most cases. If Overload is the only thing mechanically interesting about then something needs to change altogether. There needs to be more options and more opportunities. I see Hurricane as a good start but it's one ability for one type of build.
I just don't see how after 2 years it's so hard to balance these classes? Maybe all the random ass sets that keep getting released who knows
The day i see a GM actually INGAME playing the game, being part of active PVP play CONTRIBUTING to a push or a seige, being a PART of their community.. is the day I'll acknowledge that zos is on a level with their players. Until that day though there will ALWAYS be threads like this one. Inviting angsty teeangers to tell you you're crap at your job.
ARIES SERPICO wrote: »No matter what happends no one is ever going to be happy. They could make all the changes and still people will be pissed. Please no more comparisons to other MMOs. I understand that you could do multiple roles with a toon(stamina,Magika) but I'm sure it was never intended to do everything great with every class and every class has there niche. I've been playing since PC release and the game has come along way and will continue to get better. We will never get every thing we want and I still play my Magika Sorc and do fine.
ARIES SERPICO wrote: »Maybe so but can you agree it will never be perfect and gamers will always be dissatisfied.
Sorc tears. Went from the most ridiculously overpowered class in the game that could tank any damage best mobility and best dps.
Now its more on par and the good sorcs are still good but the army of not so good players using the most op class are gone because now they actually have to play the game.
Cast time abilities add a risk/reward mechanic that makes combat more varied and interesting. They are harder to fire off, but the payoff should make the cast time worthwhile. Some examples of abilities we feel are worth the risk are Dark Flare and Radiant Destruction. These abilities have counter play, but feel extremely powerful when executed without interruption. Finding this balance point is challenging, but it’s something we’re pursuing in an effort to make the gameplay more varied and fun.
We want firing off Dark Exchange in the middle of combat to feel awesome since it’s difficult to do. Our first cut at this was to double the healing it provided, a substantial improvement but not enough. For Dark Brotherhood launch we’re also significantly improving the number of resources returned. We aren’t 100% against making this ability instant cast, but we’d like to further investigate the cast time option first. We think different classes should have different mechanics for resource restoration.
There are multiple advantages of being a Sorcerer when looking at damage shield options.
- You can stack the Annulment shield with Conjured Ward
- Conjured Ward has more distinct morph choices (increased duration vs increased power)
- Conjured Ward is much cheaper than Annulment
- Conjured Ward gets maximum effectiveness with all armor types, Annulment morphs require light armor
- Expert Mage gives increased spell and weapon damage for slotting Conjured Ward
@WrobelCast time abilities add a risk/reward mechanic that makes combat more varied and interesting. They are harder to fire off, but the payoff should make the cast time worthwhile. Some examples of abilities we feel are worth the risk are Dark Flare and Radiant Destruction. These abilities have counter play, but feel extremely powerful when executed without interruption. Finding this balance point is challenging, but it’s something we’re pursuing in an effort to make the gameplay more varied and fun.
We want firing off Dark Exchange in the middle of combat to feel awesome since it’s difficult to do. Our first cut at this was to double the healing it provided, a substantial improvement but not enough. For Dark Brotherhood launch we’re also significantly improving the number of resources returned. We aren’t 100% against making this ability instant cast, but we’d like to further investigate the cast time option first. We think different classes should have different mechanics for resource restoration.
You almost had this ability fixed. If removing the cast time feels overpowered, make it uninterruptible. We are currently one of the most interruptible classes in the game. I like the mechanics and gameplay of interrupting powerful abilities. It is not justified here, especially when comparing it to other uninterruptible abilites.There are multiple advantages of being a Sorcerer when looking at damage shield options.
- You can stack the Annulment shield with Conjured Ward
- Conjured Ward has more distinct morph choices (increased duration vs increased power)
- Conjured Ward is much cheaper than Annulment
- Conjured Ward gets maximum effectiveness with all armor types, Annulment morphs require light armor
- Expert Mage gives increased spell and weapon damage for slotting Conjured Ward
- DKs and Templar can also stack native shields with Annulment. Stacking two six second shields is redundant barring situations where you are most likely going to die anyway. (Getting run over by a train of players in Cyrodiil.)
- I do not see the value in Empowered Ward. The shield is weaker meaning it will not last 4 seconds longer than Hardened anyway. The minor buff is interesting but in no way makes it competitive with Hardened or Annulment for that matter.
- Annulment returns magicka.
- It really doesn't. They both scale with magicka which means effective users of either ability are wearing light armor anyway.
- Granted, but I'd rather have an 8 second Hardened ward over 2% spell damage, hands down.
Overall the Streak nerf combined with the ward nerfs and the overall magicka cost increase have left magicka sorcerers underperforming in Cyrodiil. I believe the following two adjustments will help smooth out the class.
1) Give us two seconds on Hardened Ward. Eight seconds is a nice middle ground. Six seconds is far too restrictive.
2) Make Dark Exchange uninterruptable, or more desirably, instant cast. Please free us from our Restoration Staff chains.
Optionally:
3) Look at relaxing the streak nerf slightly. Gap closers, roots and snares are very powerful now. When rooted we can no longer streak in the direction of our camera. When snared we can not streak as far. When being gap closed, we cannot escape. Relaxing the nerf will not change any of that or overpower the ability. We'd like to use it a bit more offensively. Make it equal to the dodge roll cost increase, or reset the penalty when we deal damage with the ability.
@WrobelCast time abilities add a risk/reward mechanic that makes combat more varied and interesting. They are harder to fire off, but the payoff should make the cast time worthwhile. Some examples of abilities we feel are worth the risk are Dark Flare and Radiant Destruction. These abilities have counter play, but feel extremely powerful when executed without interruption. Finding this balance point is challenging, but it’s something we’re pursuing in an effort to make the gameplay more varied and fun.
We want firing off Dark Exchange in the middle of combat to feel awesome since it’s difficult to do. Our first cut at this was to double the healing it provided, a substantial improvement but not enough. For Dark Brotherhood launch we’re also significantly improving the number of resources returned. We aren’t 100% against making this ability instant cast, but we’d like to further investigate the cast time option first. We think different classes should have different mechanics for resource restoration.
You almost had this ability fixed. If removing the cast time feels overpowered, make it uninterruptible. We are currently one of the most interruptible classes in the game. I like the mechanics and gameplay of interrupting powerful abilities. It is not justified here, especially when comparing it to other uninterruptible abilites.There are multiple advantages of being a Sorcerer when looking at damage shield options.
- You can stack the Annulment shield with Conjured Ward
- Conjured Ward has more distinct morph choices (increased duration vs increased power)
- Conjured Ward is much cheaper than Annulment
- Conjured Ward gets maximum effectiveness with all armor types, Annulment morphs require light armor
- Expert Mage gives increased spell and weapon damage for slotting Conjured Ward
- DKs and Templar can also stack native shields with Annulment. Stacking two six second shields is redundant barring situations where you are most likely going to die anyway. (Getting run over by a train of players in Cyrodiil.)
- I do not see the value in Empowered Ward. The shield is weaker meaning it will not last 4 seconds longer than Hardened anyway. The minor buff is interesting but in no way makes it competitive with Hardened or Annulment for that matter.
- Annulment returns magicka.
- It really doesn't. They both scale with magicka which means effective users of either ability are wearing light armor anyway.
- Granted, but I'd rather have an 8 second Hardened ward over 2% spell damage, hands down.
Overall the Streak nerf combined with the ward nerfs and the overall magicka cost increase have left magicka sorcerers underperforming in Cyrodiil. I believe the following two adjustments will help smooth out the class.
1) Give us two seconds on Hardened Ward. Eight seconds is a nice middle ground. Six seconds is far too restrictive.
2) Make Dark Exchange uninterruptable, or more desirably, instant cast. Please free us from our Restoration Staff chains.
Optionally:
3) Look at relaxing the streak nerf slightly. Gap closers, roots and snares are very powerful now. When rooted we can no longer streak in the direction of our camera. When snared we can not streak as far. When being gap closed, we cannot escape. Relaxing the nerf will not change any of that or overpower the ability. We'd like to use it a bit more offensively. Make it equal to the dodge roll cost increase, or reset the penalty when we deal damage with the ability.