SorataArisugawa wrote: »SorataArisugawa wrote: »SorataArisugawa wrote: »Maybe it's just me but... what's wrong with "having to" use weapon skill lines?
Every stamina build does that too in PvE in form of Rapid Strikes, but when Sorcerers "have to" use Destruction Staff it's the end of the world.
Or they use uppercut, or bow... what a counterproductive statement...
No, they use Rapid Strikes if they want to deal good DPS. You do not use 2H in PvE.
The off bar is where you keep bow with Arrow Barrage & Poison Injection.
But I don't see how that is being counterproductive - if anything it further reinforces the point that you don't need to get everything from your class skill line.
Stamina DKs don't have a spammable class DPS skill, yet they're head and shoulders above the rest when it comes to DPS.
Yeah because they are a DOTing class... of curse they make the most of their DMG with their CLASS DOTs... what do we have? liquide lightning and a procc (frags)... nice one... what a fun gameplay...
Yep, that's how magicka sorc plays - instead of spamming Funnel or Sweeps, you spam Force Pulse - what's the difference?
You get to proc frags & deal sporadic bursts of damage where other classes are more about setting up DoTs. Isn't it good that classes play differently?
On my stamina nightblade, I get to spam Rapid Strikes & keep up Poison Injection, Rending Slashes, Rearming Trap and Arrow Barrage (notice how many class skills?) until execute phase, when you finally get to use one class skill (Killer's Blade).
If its fine to you, play like this. You are free to complain if not. I (and many others) don't like the dependence at a weaponskill which everybody could use easiely, but no other class does, because they dealing more DMG with ther class skills...
See, atleast some people (Sorcerers & my ranged Magicka DK ) still use this skill.
A lot of effort is spent on trying to make the game balanced, make all skills see use in some build or another - what you're arguing for goes against that philosophy.
Instead of asking for a skill to replace Force Pulse with, you should be asking for buffs to Force Pulse if you feel it's too weak (I don't think it is tbh).
And the thing with Force Pulse is, as Sorcerer you can deal more damage with it than any other class (thanks to passives).
We understand that Sorcerers would like more freedom with choosing what weapon to use. As a Stamina character, even without a class damaging ability, you have a diverse set of options between Bow, 1h Shield, 2h, and Dual Wield. Magicka technically has 4 options as well – Restoration Staff and 3 flavors of Destruction Staff. However Restoration staff doesn’t support offensive abilities and there is not enough diversity between the three types of Destruction Staff. We don’t have any immediate plans to change this, but we would like to give Sorcerers more compelling decisions when selecting a weapon.
Hey Eric! I don't really have a problem with having to rely on weapon skills a bit more than other classes with my sorcerer. But if this is by design, maybe we could add something that actively promotes this and makes sorcerers unique?
I think giving sorcerers a passive or active ability that improves their enchantments for a certain time could be really interesting. First, with the recent improvements to enchanting, this now becomes a viable option; Second, as enchantments only trigger from weapon attacks, this indirectly improves the sorcerer's weapon usage; And third, it perfectly fits the sorcerer's theme.
From the description of the class from previous Elder Scrolls games:Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos.
Adjusting Bound Armor for this might be an interesting solution. When activated for a buff, one morph could improve armor and jewelry enchantments (Bound Aegis?), while the other boosts weapon enchantments (Bound Armaments?).
SorataArisugawa wrote: »We understand that Sorcerers would like more freedom with choosing what weapon to use. As a Stamina character, even without a class damaging ability, you have a diverse set of options between Bow, 1h Shield, 2h, and Dual Wield. Magicka technically has 4 options as well – Restoration Staff and 3 flavors of Destruction Staff. However Restoration staff doesn’t support offensive abilities and there is not enough diversity between the three types of Destruction Staff. We don’t have any immediate plans to change this, but we would like to give Sorcerers more compelling decisions when selecting a weapon.
Hey Eric! I don't really have a problem with having to rely on weapon skills a bit more than other classes with my sorcerer. But if this is by design, maybe we could add something that actively promotes this and makes sorcerers unique?
I think giving sorcerers a passive or active ability that improves their enchantments for a certain time could be really interesting. First, with the recent improvements to enchanting, this now becomes a viable option; Second, as enchantments only trigger from weapon attacks, this indirectly improves the sorcerer's weapon usage; And third, it perfectly fits the sorcerer's theme.
From the description of the class from previous Elder Scrolls games:Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos.
Adjusting Bound Armor for this might be an interesting solution. When activated for a buff, one morph could improve armor and jewelry enchantments (Bound Aegis?), while the other boosts weapon enchantments (Bound Armaments?).
At least consider this @Wrobel! Make the use of weapon skills more interesting (destructive touch and its morphs maybe too?)
cpuScientist wrote: »Honestly I could not care less about a spammable. A quick easy fix for the dark magic passive would be to swap mines with curse. They really fit better in seperate trees. A CURSE is DARK MAGIC and SUMMONING DAEDRIC MINES is well daedric summoning. Completely. That switch would give us a good way to get heals in PvP and PVE from curse, and with a little tweaking give mines a fee ins on the passives. It would be nice simple change that would help all around with self sustaining.
Then switch the magicka from bound aegis with the health passive from pets. Or get rid of the magick and Stam and give it as a passive altogether easy. Then you are free to give us a summons ble dot a floating sword what have you that's a target specific dot. Like vampires bane, just with neat visuals.
That's it, few simple changes. (Don't have to do the dot thing now but work on it) And the Sorc is in a GREAT SPOT PvE and PvP. We got a burst heal with curse, and we have magicka coming from pets so they are actually not a DPS loss to slot, and if/when you give us a dot in place of bound armor then right there we get help in PvE.
And when considering pets for Stam, just make it use Magicka to activate and it scales off max stat. No one wants it to actually USE stamina.
Finally to help boost our use in trials don't just add it to our ultimates. Give us something a bit more elsewhere. But the way to do it would be to have the atro as it lands just give minor force or minor berserk, something useful that is DPS oriented. Things like this will make sorcs wanted and useful.
bloodenragedb14_ESO wrote: »cpuScientist wrote: »Honestly I could not care less about a spammable. A quick easy fix for the dark magic passive would be to swap mines with curse. They really fit better in seperate trees. A CURSE is DARK MAGIC and SUMMONING DAEDRIC MINES is well daedric summoning. Completely. That switch would give us a good way to get heals in PvP and PVE from curse, and with a little tweaking give mines a fee ins on the passives. It would be nice simple change that would help all around with self sustaining.
Then switch the magicka from bound aegis with the health passive from pets. Or get rid of the magick and Stam and give it as a passive altogether easy. Then you are free to give us a summons ble dot a floating sword what have you that's a target specific dot. Like vampires bane, just with neat visuals.
That's it, few simple changes. (Don't have to do the dot thing now but work on it) And the Sorc is in a GREAT SPOT PvE and PvP. We got a burst heal with curse, and we have magicka coming from pets so they are actually not a DPS loss to slot, and if/when you give us a dot in place of bound armor then right there we get help in PvE.
And when considering pets for Stam, just make it use Magicka to activate and it scales off max stat. No one wants it to actually USE stamina.
Finally to help boost our use in trials don't just add it to our ultimates. Give us something a bit more elsewhere. But the way to do it would be to have the atro as it lands just give minor force or minor berserk, something useful that is DPS oriented. Things like this will make sorcs wanted and useful.
parroting this, mostly for the pet thing but everything else i agree with. Making them scale of max stat would be more preferable than stealing it from magicka sorc's, we have already had to donate so much.
If i can add one thing to the pet thing, however, is to change the skins of the morphs, or at least the scamp, i feel like a hack apprentice being stuck with that for dps. Make it a seducer, a dremora, a Spider Daedra, anything but a gods forsaken scamp
bloodenragedb14_ESO wrote: »
parroting this, mostly for the pet thing but everything else i agree with. Making them scale of max stat would be more preferable than stealing it from magicka sorc's, we have already had to donate so much.
Prospering wrote: »"We want firing off Dark Exchange in the middle of combat to feel awesome" - Wrobel 2016
bloodenragedb14_ESO wrote: »
parroting this, mostly for the pet thing but everything else i agree with. Making them scale of max stat would be more preferable than stealing it from magicka sorc's, we have already had to donate so much.
Indeed, why not compensate the need for 2 slots to make them viable with the ability to scale from whichever is the highest stat (even keep the initial cast magika if need be)?
and yeah, swapping curse<-->mines from their respective trees would make sense, although I would prefer a more efficient way, as a Stamsorc, to access Bloodmagic passive
Well I suppose my sorc will still be viable in ERP...
OMG hahahahaha!SorataArisugawa wrote: »SorataArisugawa wrote: »Maybe it's just me but... what's wrong with "having to" use weapon skill lines?
Every stamina build does that too in PvE in form of Rapid Strikes, but when Sorcerers "have to" use Destruction Staff it's the end of the world.
Or they use uppercut, or bow... what a counterproductive statement...
No, they use Rapid Strikes if they want to deal good DPS. You do not use 2H in PvE.
The off bar is where you keep bow with Arrow Barrage & Poison Injection.
But I don't see how that is being counterproductive - if anything it further reinforces the point that you don't need to get everything from your class skill line.
Stamina DKs don't have a spammable class DPS skill, yet they're head and shoulders above the rest when it comes to DPS.
Yeah because they are a DOTing class... of curse they make the most of their DMG with their CLASS DOTs... what do we have? liquide lightning and a procc (frags)... nice one... what a fun gameplay...
So... why the hell do sorcs keep pushing for a spammable when they should be pushing for a better DoT toolkit?
I've gone over this in the other sorc threads--people who think that a sorc spammable will somehow close the PvE DPS gap basically have no clue how top PvE DPS is even achieved.
You have a point that cannot be ignored. itnwould have to be more than just buffing liquid lightning...
Trapping Webs was never meant to be a spammable ability such as Lava Whip, Force Shock, Strife, etc. It costs more and is lower damage.
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We don’t have any immediate plans to change this, but we would like to give Sorcerers more compelling decisions when selecting a weapon.
Why give a version of our signature defensive ability (Hardened Ward) to all classes but we get nothing in return from the other classes?There are multiple advantages of being a Sorcerer when looking at damage shield options.As a skill, the exclusive and class-defining ability Hardened Ward is not much better than Nullify Magicka. Please consider a longer duration, as 8-10 seconds wouldn't be out of line for Hardened Ward and 12 for Empowered.
- 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
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.Dark Deal: This morph should be an instant heal instead of a one-second cast. This would help decouple the class from the restoration staff. I know someone on your team will think it's too much. All I have to say is: Templar. Dark Deal isn't nearly as good as other class self-heals, if you will not improve shields for whatever reason, please consider this.
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.
I think he misunderstood the stamina pet request, we want their damage to scale off the highest resource, not having it cost stamina to summon and activate. But even if they did change that the clannfear wouldn't bring amazing dps anyway and its purpose is primarly the heal and taunt for solo players.
As for stam sorc crit tank I believe his vision is that we run crit surge combined with hurricane which will give us major resolve+ward and bring a steady source of healing if we gear up for enough crit rating. Implosion scales with health and synergizes well with a stam sorc tank.
Personally I think it is an interesting setup and reminds me of my Dark Templar tank from AoC which operated in a similar way, working optimally by having a decent amount of crit to proc healing.
bloodenragedb14_ESO wrote: »
parroting this, mostly for the pet thing but everything else i agree with. Making them scale of max stat would be more preferable than stealing it from magicka sorc's, we have already had to donate so much.
Indeed, why not compensate the need for 2 slots to make them viable with the ability to scale from whichever is the highest stat (even keep the initial cast magika if need be)?
and yeah, swapping curse<-->mines from their respective trees would make sense, although I would prefer a more efficient way, as a Stamsorc, to access Bloodmagic passive
Well, to be honest the biggest problem with the pets for stam builds is that their active abilities use magicka as a resource.
To activate the Clannfear heal (+35% of maximum health), I need to spend 6230 magicka - half my entire magicka pool as a heavy armor stamina sorcerer.
It could've been a good instant heal for stamina sorcs (which is what they badly lack, they have a lot of sustained healing with Surge+Vigor+Forward Momentum, but no "oh ***" buttons), but not with this magicka cost.
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.
Surge now feels like a sustain ability instead of a spike heal ability. This design makes more sense for the ability because the procs are random. Big burst heals are something you want to be able to use with reliability when you need them. Getting a big Surge heal when you are at full health and getting no heal when you are low on health can lead to frustrating situations.
Surge has a stronger synergy with damage shields now. The shields help stop big bursts of damage and Surge helps to top off your health bar and keep you sustained through long battles. The healing values on Surge will be balanced against other popular sustain abilities such as Strife and Puncturing Strikes.
However Restoration staff doesn’t support offensive abilities and there is not enough diversity between the three types of Destruction Staff. We don’t have any immediate plans to change this, but we would like to give Sorcerers more compelling decisions when selecting a weapon.