LordSidious wrote: »ZOS creates a feedback thread.
The community provides feedback.
ZOS takes weeks to address the community feedback.
ZOS doesn't use the feedback, but says why we should agree with the changes.
What a pointless exercise for everyone involved.
There has been a large amount of feedback and questions from the Sorcerer section of the PTS forums. The answer to some of these questions affect all classes, so we're sharing them with everyone! We'd like to engage in this type of communication with all classes as time allows. When providing helpful feedback, taking the following guidelines into account:
- Include specific details about your issue or situation
- Consider all types of gameplay (pvp, pve, solo, group)
- Back up your ideas with math and logical arguments
And here are our first round of questions and answers. Thanks everyone!Sorcerers are the only class that doesn’t have a spammable class-based DPS skill. Why did you change Trapping Webs (the only spammable ability we had access to which isn't tied to a Destro Staff) to only Stamina, so we now have no choice but to run a Destro Staff in all aspects of the game? (This question is coming mainly from a PVP perspective as Trapping Webs was widely used in PVP with Dual Wield Magicka builds.)
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. The focus for Undaunted abilities is having powerful Synergies, so we redesigned it to feel less spammy. (Note that each Synergy has a 20-second cooldown before you can activate it again.)
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.
Offering players interesting choices is one of our design goals. People have different playstyles and some of them will choose to have more sustainabilityin PVP. Some people will prefer Hardened Ward, some will use Empowered Ward, and some will use Hardened Ward with Dampen Magic. None of these decisions are right or wrong or better. They each suit different playstyles and different people have fun in different ways.Shields: They took it very hard in this patch, and nothing was given in return. You have a PVE and a PVP morph of the shield, which is untenable because we need to be able to freely switch between them. Empowered Ward is THAT bad for PVP at 6K-8K. Hardened Ward is THAT bad for PVE at 6 seconds. This is not workable. We have to respec morphs based on what content we want to do, which could be multiple times in a day. I already pay enough money to the Shrine of Stendarr. Instead why not fix the stacking problem, or make the shields critable and full-length again?
As a hardcore gamer, it sounds like you want a duel spec system. This would allow you to quickly switch between 2 different playstyles. We don’t have immediate plans on adding this, but it is something we are interested in for the future.
[/We based this decision on extensive playtesting, player feedback, and data from the Maelstrom Arena leaderboards. It was our intent to make Sorcerers increase investment in maintaining their current levels of survivability. We specifically didn’t nerf the values on damage shields because we wanted to maintain their powerful feel – when the shields are up, enemies aren’t going to take you down.Why did we receive so many defensive nerfs without a single usable buff to our defense / sustainability? (Shields and Surge.)
We wanted to make the Surge ability a more universal tool in the Sorcerer kit. It wasn’t intended as a nerf, except in the case of Overload because we felt that Synergy was over-performing compared to others, such as Strife and Puncturing Strikes. We’re still working out the balance of the final numbers, so expect to see a sizable increase in Surge healing for Dark Brotherhood’s release.Surge nerf - all classes have skills which heal based on damage done. Why has ours been removed to give us a low flat value and all the other classes kept theirs? (If Overload was the reason as Wrobel mentioned on ESO live, then why not just cap the heal at say 6-8k to prevent the 20k Overload heals at its peak? There were no other issues with this skill to warrant such a nerf & goes against the stated policy of smaller tweaks rather than huge nerfs.)
It’s been a longstanding issue that Surge doesn’t play well with DoT builds, thus limiting the number of options for Sorcerers. Abilities such as Crushing Shock deal damage in 3 separate attacks and Flurry never procced the heal. Surge is now more effective for tank characters since it no longer scales off of damage done. These changes make surge more desirable for a wider number of builds and reduced its power when combined with Overload.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: Please take a look at the design and functionality inside Cyrodiil. Players do not stand still inside of DOT AOE attacks like liquid lightning. A 900 heal is not helpful, even if it manages to crit. Under the old system, we could at least get a decent heal from a lucky crit if the opponent wasn't shielded.
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.
Why did you make the recent changes to Dark Exchange without actually making it usable due to its cast time? It already has an interesting & unique mechanic, and the user has to sacrifice resources to use it, so why add a double penalty with a cast time for such a small return?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.
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
We want every class to feel different; they all have unique pros and cons. For example DKs also don’t have a spammable Stamina-based ability. They instead have damage-over-time Stamina abilities from Venomous Claw and Noxious Breath. Hurricane is the Sorcerer class’ Stamina-based damage ability. We made significant updates to this ability for Dark Brotherhood:Given this was supposed to be the major Stamina pass on all abilities, why are Sorcerers the only class without a Stamina-based DPS skill? (I would also ask the same question of Magicka Sorcs... but the patch was never advertised as a Magicka-based one.)
- Now deals physical damage so it scales with your physical damage stats
- Deals increasing damage-over-time
- Damage per cast on this ability is now extremely high
- Increases in size over time
- Cool new FX!
- Now grants the Minor Expedition buff
We’re adding a damage limit to pets so they can’t be 1-shot. This should give you more time to shield them reactively instead of proactively. Also keep in mind that pets take less damage from AoE attacks to make up for the fact that they can’t intelligently move out of red telegraphs.cpuScientist wrote: »How are pet Sorcerers supposed to defend our pets now that they simply cannot be shielded as often as before and will now just die in red? Or if we do choose to shield them our low DPS drops even lower. It's not like we are providing some major party boost by having them out.
Enchantments and poisons both proc in the same manner—they require weapon attacks. Enchantments proc at a 100% chance every 4 seconds, while poisons proc at a 20% chance every 10 seconds. The key balance distinction between enchantments and poisons is that you’re getting an instant effect from enchantments and an over-time one from poisons.Poisons: These seem designed to affect Magicka users in an unbalanced way, when Stamina builds have already been made so much stronger already. Please look into balancing weapon enchants against this, or add a 'poison antidote' potion effect that grants a short time immunity to poisons. Please, we don't want to just get farmed all day, but that's almost inevitable in this patch.
The total DPS increase from poisons or enchantments should be around 5%, so you aren’t going to get farmed if you don’t use poison. That said, we will certainly be monitoring feedback on poisons once Dark Brotherhood goes live and make balance adjustments or counters if they over perform.With the removal of Veteran Ranks we wanted ability costs to increase in a more reliable and understandable way. Veteran Ranks used a different calculation for ability cost increase from the level 1-50 experience. With this change, abilities now continue to increase their costs at the same linear pace. This also means cost reduction passives and gear should now return the values listed in the tooltips instead of using a more complex formula.Magicka Costs Increasing: Can you please look into this? I understand that this is happening to every class across the board, but with the costs of everything going up, this change is adding insult to injury. And there is already plenty of injury here, and that's being as polite about this patch as I am realistically able.
There are quite a few builds that generate a large number of resources and we expect some players will end up changing their current setup. While costs are higher, note that you can now get increased resource returns from heavy attacks that now scale their return as you gain Champion Points. Additionally, enchantments are now more powerful and restore more resources than they used to. There are also poisons which give you additional options for getting more resources.It’s true that you’ll have lower ability damage when fighting enemies of the Fighters Guild, however we did increase the damage of enchantments and add the option for using poisons. Keep in mind we did not change the Banish the Wicked passive from Ffighters Guild, so you’ll still score 9 Ultimate for killing undead, Daedra, and werewolves. It was important to us that all players wanted to invest in the guild and be properly rewarded.Skill and DPS Loss: We've lost some of our best damage abilities that we used in the DB patch (Trapping Webs, Dawnbreaker of smiting, Fighter's guild passives for werewolves, undead, and daedra). We're okay with this, stamina needed it more than we did. But please figure this into damage and defense calculation changes that you're making.
We think this is a fun idea. However, there is much deliberation when considering if an ability should be converted to Magicka or Stamina. The Clannfear’s heal currently scale off the player’s max Health, meaning this is an ideal ability for a tank. Tanks generally spend the majority of their Stamina blocking, and then use their Magicka for utility abilities and heals. This change would put a further tax on the tank’s Stamina resource which is at odds with the new change to constitution where tanks now get back more Magicka each time they are hit. On the whole, converting an ability is exciting because new builds are created, however it can be frustrating as old builds are destroyed.Can we get a Stamina morph for at least one of the pets? A Clannfear would be awesome. (Or scale to the highest resource?)
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.
This is frustrating.
Will we see a class-change in future?
I don't want my main to be sorcerer any more. He is bad in trials now and we will not get meaningful changes for this class in nearest future. My point of view at sorcerer is directly opposite with devs. I guess I just need to accept this after more than 2 years of maining sorcerer and hoping for better place for my beloved class in high end trial PvE, witch is my only love in MMO.
I just feel sad for all achievements I have on him.
bloodenragedb14_ESO wrote: »ya see, all i read from that was "concerns noted, and ignored"
this is getting incredibly frustrating
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. The focus for Undaunted abilities is having powerful Synergies, so we redesigned it to feel less spammy. (Note that each Synergy has a 20-second cooldown before you can activate it again.)
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.
Offering players interesting choices is one of our design goals. People have different playstyles and some of them will choose to have more sustainabilityin PVP. Some people will prefer Hardened Ward, some will use Empowered Ward, and some will use Hardened Ward with Dampen Magic. None of these decisions are right or wrong or better. They each suit different playstyles and different people have fun in different ways.
As a hardcore gamer, it sounds like you want a duel spec system. This would allow you to quickly switch between 2 different playstyles. We don’t have immediate plans on adding this, but it is something we are interested in for the future.
We based this decision on extensive playtesting, player feedback, and data from the Maelstrom Arena leaderboards. It was our intent to make Sorcerers increase investment in maintaining their current levels of survivability. We specifically didn’t nerf the values on damage shields because we wanted to maintain their powerful feel – when the shields are up, enemies aren’t going to take you down.
We wanted to make the Surge ability a more universal tool in the Sorcerer kit. It wasn’t intended as a nerf, except in the case of Overload because we felt that Synergy was over-performing compared to others, such as Strife and Puncturing Strikes. We’re still working out the balance of the final numbers, so expect to see a sizable increase in Surge healing for Dark Brotherhood’s release.
It’s been a longstanding issue that Surge doesn’t play well with DoT builds, thus limiting the number of options for Sorcerers. Abilities such as Crushing Shock deal damage in 3 separate attacks and Flurry never procced the heal. Surge is now more effective for tank characters since it no longer scales off of damage done. These changes make surge more desirable for a wider number of builds and reduced its power when combined with Overload.
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.
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
We want every class to feel different; they all have unique pros and cons. For example DKs also don’t have a spammable Stamina-based ability. They instead have damage-over-time Stamina abilities from Venomous Claw and Noxious Breath. Hurricane is the Sorcerer class’ Stamina-based damage ability. We made significant updates to this ability for Dark Brotherhood:
- Now deals physical damage so it scales with your physical damage stats
- Deals increasing damage-over-time
- Damage per cast on this ability is now extremely high
- Increases in size over time
- Cool new FX!
- Now grants the Minor Expedition buff
We’re adding a damage limit to pets so they can’t be 1-shot. This should give you more time to shield them reactively instead of proactively. Also keep in mind that pets take less damage from AoE attacks to make up for the fact that they can’t intelligently move out of red telegraphs.
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
Waffennacht 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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
One complaint of the destruction staff is you lose a weapon slot. This is a huge advantage to dw and sb.
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
Overload is garbage, worse skill ever. I've been on the toggles since I started posting here as well. Also kudos to you for making a ranged magDK work. See with DK you have that option. Now try making a heavy armor DW/S&B magsorc work…………no? I guess we don't have that option in our toolkit.
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
Overload is garbage, worse skill ever. I've been on the toggles since I started posting here as well. Also kudos to you for making a ranged magDK work. See with DK you have that option. Now try making a heavy armor DW/S&B magsorc work…………no? I guess we don't have that option in our toolkit.
Uh, I didn't say I managed to make it work
Ranged magicka DK is something I try every patch, kind of like a mage/elementalist character with fire/frost staves. There's good chance it'll work next patch with the Dampen Magic being available as a good shield, we'll see.
As for DW/S&B heavy armor magicka sorc... I can see some build possibilities (involving Clannfear) that could work, but I haven't really theorycrafted around that before. Generally, you'd probably want to get more focused on mitigation & healing than dmg shields if you try that, since dmg shields & heavy armor are kind of anti-synergetic.
Oh, and I wouldn't call Overload garbage: it's a niche skill & easily countered by most builds, sure - but it's also capable of dealing a crap ton of damage. When I play on my magicka templar, overload sorcs are probably the most annoying thing after jesus beamers in 1vX fights.
Waffennacht 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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
One complaint of the destruction staff is you lose a weapon slot. This is a huge advantage to dw and sb.
You "lose" a weapon slot, but you gain the ability to actually deal some damage with your weapon attacks. Though if you get a vMSA staff (or 2H), you don't really lose a weapon slot since these give the benefits of 1,5x spell/weapon dmg bonus.
I.e. normally, you'd get 2 torug's pact DW weapons to get a 129 spell dmg bonus (or 2x Leki for 129 weapon dmg), with vMSA staff/2H you get a 189 bonus with only one piece.
To be fair though, you do lose weapon/spell dmg compared to Dual Wield (since it has higher base spell/weapon dmg), but you gain a lot of actually useful passives and the aforementioned light/heavy attack damage.
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
Waffennacht 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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
One complaint of the destruction staff is you lose a weapon slot. This is a huge advantage to dw and sb.
You "lose" a weapon slot, but you gain the ability to actually deal some damage with your weapon attacks. Though if you get a vMSA staff (or 2H), you don't really lose a weapon slot since these give the benefits of 1,5x spell/weapon dmg bonus.
I.e. normally, you'd get 2 torug's pact DW weapons to get a 129 spell dmg bonus (or 2x Leki for 129 weapon dmg), with vMSA staff/2H you get a 189 bonus with only one piece.
To be fair though, you do lose weapon/spell dmg compared to Dual Wield (since it has higher base spell/weapon dmg), but you gain a lot of actually useful passives and the aforementioned light/heavy attack damage.
God this pic captures this how debacle quite clearly.bloodenragedb14_ESO wrote: »ya see, all i read from that was "concerns noted, and ignored"
this is getting incredibly frustrating
Seems to paint that quite clearly with a dose of condescensionTrapping Webs was never meant to be a spammable ability such as Lava Whip, Force Shock, Strife, etc. It costs more and is lower damage. The focus for Undaunted abilities is having powerful Synergies, so we redesigned it to feel less spammy. (Note that each Synergy has a 20-second cooldown before you can activate it again.)
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.
How, it seems like your dodging the question because you didn't think of anything till this question was presented. It's not just weapons that are the problem sorcerers lack an actual proper DPS sustaining ability that other classes have, you can't cry uniqueness when 3 other classes have sustainable DPS ability except sorcerers because that's biased and poor programming.Offering players interesting choices is one of our design goals. People have different playstyles and some of them will choose to have more sustainabilityin PVP. Some people will prefer Hardened Ward, some will use Empowered Ward, and some will use Hardened Ward with Dampen Magic. None of these decisions are right or wrong or better. They each suit different playstyles and different people have fun in different ways.
As a hardcore gamer, it sounds like you want a duel spec system. This would allow you to quickly switch between 2 different playstyles. We don’t have immediate plans on adding this, but it is something we are interested in for the future.
No, you missed the question, this wasn't about dual system, it was about sorcerer survivability which YOU CRIPPLED when you made cloth 1/4 the resistant to plate without compensating, releasing the soft caps on stats you then decided to FORCE sorcerers to pick up conjured ward in order to survive in PvE.
You just misdirected the argument of how costly it was for sorcerer to pick survivability in PvP and PvE and made up reason the poster wanted dual spec system as an excuse not answer a tantamount question behind the reason for the 6 second nerf to sorcerers survivability and your pathetic excuse of compensating it by forcing sorcerers to run with a pet.We based this decision on extensive playtesting, player feedback, and data from the Maelstrom Arena leaderboards. It was our intent to make Sorcerers increase investment in maintaining their current levels of survivability. We specifically didn’t nerf the values on damage shields because we wanted to maintain their powerful feel – when the shields are up, enemies aren’t going to take you down.
Yet many Veterans of Maelstron Arena have expressed massive struggles trying to keep their wards up in PvE, it's the reason you backtracked on Empowered Ward, because your bias against Sorcerers survivability revealed your intent. At least that is the most sensible reason I can come up with when it comes to you nerfing a lynch pin of defense for a class YOU FORCED ON IT!
Eitherway many players including Deltia have expressed displeasure in playing magicka sorcerers, to their lack of options and being forced to play Overload 1000 to compete.We wanted to make the Surge ability a more universal tool in the Sorcerer kit. It wasn’t intended as a nerf, except in the case of Overload because we felt that Synergy was over-performing compared to others, such as Strife and Puncturing Strikes. We’re still working out the balance of the final numbers, so expect to see a sizable increase in Surge healing for Dark Brotherhood’s release.
It’s been a longstanding issue that Surge doesn’t play well with DoT builds, thus limiting the number of options for Sorcerers. Abilities such as Crushing Shock deal damage in 3 separate attacks and Flurry never procced the heal. Surge is now more effective for tank characters since it no longer scales off of damage done. These changes make surge more desirable for a wider number of builds and reduced its power when combined with Overload.
Except Surges CD limits it in terms of healing on top of it requiring critical damage, unless you make it significantly huge and Shields critiable then it is sub par as a healing mechanic for a class that sorely needs one.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.
You claim to give classes unique abilities but keep bringing Strike and Punchering Strikes in when comparing Surge. To top it off classes now have access to damage shields and thus are immune to crits. This isn't helpful to sorcerer class and will fail spectacularly because it is too niche for it. Requiring crits for heals and balancing numbers to make it significant is a terrible game design choice.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.
But Dark exchange is tied to the sorcerers surviviablity not damage output, because of this Sorcerers are put into a huge disadvantage compared to other classes, this would fine if it was a damage ability. But it's not and feels like your out to get a class for being magicka ranged DPS based.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
What has that got to do with the he price of fishsticks? Quite frankly it seems like your nerfing a class because you expect them to take an ability and stack it instead of actually balancing it and giving tools to survive without it. That's just biased inept programing especially considering the fact that those abilities are now 6 seconds long. You just made an excuse for forcing sorcerers to use a particular ability instead of playing as they want.We want every class to feel different; they all have unique pros and cons. For example DKs also don’t have a spammable Stamina-based ability. They instead have damage-over-time Stamina abilities from Venomous Claw and Noxious Breath. Hurricane is the Sorcerer class’ Stamina-based damage ability. We made significant updates to this ability for Dark Brotherhood:
- Now deals physical damage so it scales with your physical damage stats
- Deals increasing damage-over-time
- Damage per cast on this ability is now extremely high
- Increases in size over time
- Cool new FX!
- Now grants the Minor Expedition buff
Cool new FX is now a feature to your balancing a class? Good to know. Quite frankly you obviously dodged a question with misdirection. The question was about the lack of diversity in class specific DPS abilities for pure damage, not a buff that does damage to other classes. I would suggest you think of a replacement for Runic Prison, a very useless ability for PvP and PvP.We’re adding a damage limit to pets so they can’t be 1-shot. This should give you more time to shield them reactively instead of proactively. Also keep in mind that pets take less damage from AoE attacks to make up for the fact that they can’t intelligently move out of red telegraphs.
Really!? Your solution to forcing pets on a class is to make them more of special case? Pets are cumbersome, they require to be on all weapon bars to remain active and cost as much to summon when dying. Unless you make them do super damage which would be imbalanced and OP no one would find them fun abilities to use, even with your damage reduction changes they are boring liabilities.
Honestly I am keeping champagne poppers in my drawer for the moment you are replaced, this thread was a pure biased ego stroking post of how your terrible choices when designing this class were justified because of your previous terrible choices broke the class in the first place.
Sorcerers are no longer fun to play, they required very specific abilities to survive and are tied to destruction and restoration staff to survive competitively in PvE and PvP they are forced to have toggles to remain active that are cumbersome and a liabilty to boot.
You are a terrible combat designer because you fail to acknowledge these problems and further exacerbate their issues with such terrible niche choices and this post proves your bias against magicka ranged DPS for sorcerers, thanks for wrecking a class.
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
What is wrong is, first of all, that Sorcerer don't have a choice other than to equip a destruction staff as their main weapon. That goes against the premise of this game of playing as you want and makes sorcerer builds extremely rigid. Second, we are not simply forced into a Destruction Staff, we are forced into a Fire staff. Now, that may be advantageous for a DK, but for a sorcerer it is horrible, we have no passives that relate to fire damage and about 3 that increase the damage of shock damage, but because lightning staves have been as borked as Overload since the release of the game, we can't make use of lightning staves. (I won't even mention Ice staves).
On top of that, our bar are extremely limited by the number of toggles we have to use, thus we are forced to use the Overload bar, unfortunately we can't slot any weapon skill into that bar and thus our build choices become even more limited. Top that with the fact we have a passive that gives us more powers the more sorcerer skills we slot at the same time we don't have enough good sorcerer skills to slot in our bars and we end up with a completely inefficient and inflexible build. It is horrible. [...]
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.
Any other build in pvp has vaible option to choose from with different playstyles.
Show me a sorc without destruction staff and i know they don´t have the ability to kill me on any class. Especially with Dawnbreaker AND trapping webs removed. Magica sorcerer is the only class that is 100% locked on one weapon choice to be semi competetive for pvp with the next patch.
What's wrong with having to equip a destruction staff though? It's the magicka damage dealing weapon in this game, one I'm using on all of my ranged magicka characters because it's simply the best choice even if you have class abilities you can spam.
Besides, I'm quite sure you can go DW on a sorc & spam overload, dealing more damage with it than you would with destruction staff equipped. Next patch, you can combine that with Elegance set & legit one shot people. Yay.
It's kind of the opposite of magicka NBs actually, where you equip DW to perform a niche role of proxy bombing groups - in single target that kind of magicka NB is much weaker than one who can utilize the single target burst & sustain that destro staff heavies provide.
Meanwhile, to play a ranged magicka DK you also have no choice but to use destro staff - and there's nothing wrong with that.
That's just PvP. In PvE, all magicka classes are locked to using destro staff for vMSA staves & WoE.
Bottom line is: there are things to complain about the Sorcerer class - but "having to" use destruction staff as Magicka Sorcerer really isn't one. The lack of "active" skills when 100% passive toggles fill your bar is where I'd start at.
Apart from overload a magica sorc has one legit offensive build choice (and overload is just broken nonsense that should be reworked for the sake of the whole class). There is a reason why i mainly stated pvp (pve is dw for all stam destro for all mag i don´t enjoy that either but it´s zos way of making balancing easier).
For PvP:
DK can choose between magica melee and ranged.
NB can choose between magica melee and ranged (with ranged have double resto as an option aswell).
Templar can choose between magica melee and ranged (with casttime/channel heavy builds even DW ranged/hybrid builds).
Sorc can play magica ranged with destro and a dw ranged 1000 ulti trollbuild (that you´re considering this a legit build is very telling of your view on the class). The class offers no choices at all compared to any other class.
You´re being nonconstructive on a class you don´t main while at the same time whining on NB topics that you have to use rapid strikes over SA in pve. Then at the same time you come here telling me having to slot a destro staff with force shock to do ANYTHING in the game on a magica sorc is fine?
What you´re doing is the same as if i had come to every stam(nb) topic pre vigor and posted what´s wrong about having to equip 2h to have access to a heal.
Sorry but what you´re doing is either completely nonreflective or bigot.
Why can't we start with simple things? Remove sorc toggle abilities. Bound armor, clannfear, twilight... -3 slots on each bar. So how sorcs are supposed to use their class skills, when they also need at least 2 destro staff skills (force pulse and wall of elements)? Sorcs would use pets in pve if they wouldn't take 4 damn slots, and it's not a hard / game breaking change.