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.Why did we receive so many defensive nerfs without a single usable buff to our defense / sustainability? (Shields and Surge.)
@Wrobel , I wonder what sort of player feedback you received. Right now the feeling among all the high-end PvE players I've spoken to is this: "I only use my Sorcerer as a Maestrom bot, because that's all he's good for. When I do any kind of group content I bring one of my other characters from other classes." Now that you are removing the things that made Sorcerer a good class for Maelstrom, you are basically removing the only thing Sorcerers were good for. You are simply telling us to stop playing Sorcerer, and if you are able to look at the data after the next patch goes live I am sure you will see that fewer and fewer people will be playing the class, especially as magicka sorcerers.
You are saying that your intent is to make Sorcerers increase investment in maintaining current levels of survivability. That means necessarily that Sorcerers will need to decrease their current investment in other things, like DPS. But Sorcerers already lag behind in sustained DPS compared to other classes, they are only good at short bursts of damage, purely thanks to Overload.
The classes are only "balanced" when, if you have to make a new character, you would feel that all classes are on the same level and it wouldn't really matter which class you picked. Nowadays, if you one of your friends were to start playing the game, would you ever recommend them to play a Sorcerer? Honestly, Wrobel, if you had to roll a new character today, would you roll a Sorc? I didn't think so.
I am not convinced that matters for his playstyle.
SorataArisugawa wrote: »SorataArisugawa wrote: »yeah, but it is all the same. We have just one skill even if you equip a other staff (which should change your playstyle acording to Mr. Wroble)SorataArisugawa wrote: »
[...]
and since you brought it up, one more:
- Sorcs should get access to a magicka melee (not ranged spammable, I still think there's a reason why destruction staff skill line exists) skill as well in order to increase build diversity.
See, I can be constructive. I just happen to disagree with one complaint people have and the general toxic attitude in this thread.
We could talk about it, if force pulse would use a special element with the same DMG as now. Further all 3 staffs have to be able to weave and should provide a similar amount of DMG at a single target over all.
Otherwise the sorc has to change. Even if you "think, that the destruction staff skill line for a reason" or not. Sorry to burst your bubble, but guys who play the sorc all the time and in comparison to other players with other classes aren't satisfied with a methaporical value of the existence of the destruction staff skill line...
I assume we're talking of PvE now.
What's wrong with Force Pulse dealing all 3 types of damage? it's a good thing, you get to proc more status effects.
Sure, i agree that frost/lightning staves should deal similar DPS to Fire - but that's not a Sorc issue, it's an universal one. Do you think the other classes aren't using inferno staff in PvE? Wall of Elements is a must use skill in PvE for all magicka builds aiming to do good DPS.
[...]
It is a sorc issue, because we are the only ones, which are tied to destruction staff... And wie are tied to the destruction stuff, we get no extra bonus of our passives for...
I am sorry, I don't want to be offensive, but I get the feeling, that the whole discussion went way over your head. Do you really not see the conections?
we are forced to use the staff like no other class (you find it good that way) but if we speak about the problems of the destruction staff you mention, thats a problem of all classes... that is nonsense dude...[...]
And I have no idea what you mean by "metaphorical value of the existence of the destruction staff skill line" - that went way over my head, sorry.
[...]
Just it would be nice to have a destruction staff skill line it doesn't mean it has to be used if there is an destruction staff skill line even if it is useless...
Except you aren't the only class "tied" to destruction staves for the very same reasons destruction staff skill line isn't useless. You'd know this if you were familiar with high end PvE (where Wall of Elements is a must for every magicka build) & multiple PvP builds.
But they don't need them for the force puls as well. I didn't say that all skills of the destruction skill line are useless just the ones we have to spam. Didn't mention wall of elements anyway. But yeah you have understand the problem again...
Why are you here again? Just want to be sure, that sorcs problems are not addressed?
Just being here as a voice of reason and providing an ounce of common sense to this thread.
That went out of the window in the case of buffing suprise attack for nightblades?
I mean you literally asked for one of the best stamina attacks (admittedly due to passives also) to be buffed to not only offer a plenthora of debuffs, selfbuffs and the ability to play a weapon of choice with it. No you also wanted that move to offer competetive DPS to rapid strikes (because that was what made stamblade special).
I can´t be the only one seeing the irony in that (i do know the DPS of stamblade isn´t competetive - but you don´t fix that by buffing an anytimer).
Well, there are ways of buffing skills & their DPS without them affecting PvP too much, but it's good you brought up stamina nightblades. That is one community that is in much, much worse spot than magicka sorcerers when it comes to both PvP & PvE, yet we remain the capacity of calmly discussing our class & suggest improvements that are backed up by both math & logic.
To people saying magicka sorcs can't compete in PvE: there's videos of a sorc pulling 39k DPS at vMoL 2nd bosses - more than magicka NBs, slightly less than magplars
To people saying magicka sorcs suck in PvP (lol): look who won the last EU dueling tournament
Not saying there aren't issues with the sorc class, or that some improvements aren't needed but... some people just overdramatize the situation. There are classes & builds with twice the amount of issues, and they dont rage & complain half as much.
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.
Here we have one more issure: pets have no scale with Campion Points.
If they make pets strong to match 501 CP, they will be OP for 0 CP.
If they make pets OK for 0 CP, they will not be valuable for 501 CP.
Speaking of pets... I was doing a max stat experiment here...
Look at the "pet damage" at 95k magicka.
1.6k regular, 2.4k crit
To make pets WORTH the slots they take up, we'd literally have to have around 300k magicka. That is how underpowered they are x.x
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.
Here we have one more issure: pets have no scale with Campion Points.
If they make pets strong to match 501 CP, they will be OP for 0 CP.
If they make pets OK for 0 CP, they will not be valuable for 501 CP.
Speaking of pets... I was doing a max stat experiment here...
Look at the "pet damage" at 95k magicka.
1.6k regular, 2.4k crit
To make pets WORTH the slots they take up, we'd literally have to have around 300k magicka. That is how underpowered they are x.x
This is why I find Daedric Summoning a curse laid upon the Sorcerer out of pure hatred. Fix them, move them to some other skill line (i.e. World) or remove them entirely. These pets are the worst skill line in the entire game. People will keep complaining until they are made right. It's been 2 years. Patience has its limit.
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.
Here we have one more issure: pets have no scale with Campion Points.
If they make pets strong to match 501 CP, they will be OP for 0 CP.
If they make pets OK for 0 CP, they will not be valuable for 501 CP.
Speaking of pets... I was doing a max stat experiment here...
Look at the "pet damage" at 95k magicka.
1.6k regular, 2.4k crit
To make pets WORTH the slots they take up, we'd literally have to have around 300k magicka. That is how underpowered they are x.x
This is why I find Daedric Summoning a curse laid upon the Sorcerer out of pure hatred. Fix them, move them to some other skill line (i.e. World) or remove them entirely. These pets are the worst skill line in the entire game. People will keep complaining until they are made right. It's been 2 years. Patience has its limit.
If they made it a world skill line the only use it would see by most would be HW, VC, and PS passive. Heck even stam builds would level the line up high enough for the last one
@wrobel @ZOS_JessicaFolsom beside that hardened ward should last 10 secs and the other one 20 iam not even made about most changes. can you please give an statement about the current state of alpha strike capability ? it is major over performing and will make grieving gank builds a dominant sight. beside of that:why do you harm smaller groups with the current patch this much?
There has been a large amount of feedback and questions from the Sorcerer section of the PTS forums. [...]
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...
To people saying magicka sorcs suck in PvP (lol): look who won the last EU dueling tournament
With 2.4 the class is perfectly playable but it´s not fun to play anymore for me.
I don´t find shields on mainbar fun but it´s the only logical choice now. Interest in the game vanished after 15 minutes of playtesting the changes.
Tyrannitar wrote: »It just seems like you don't understand stam sorcs. If @FENGRUSH hurts your feelings on his streams bad enough to nerf an entire class... I've got enough reason to ditch this game.
People are being PAID to make decisions this bad.... With our money.
Doubt that'll last too much longer the way things are going, though.
Tyrannitar wrote: »It just seems like you don't understand stam sorcs. If @FENGRUSH hurts your feelings on his streams bad enough to nerf an entire class... I've got enough reason to ditch this game.
People are being PAID to make decisions this bad.... With our money.
Doubt that'll last too much longer the way things are going, though.
@FENGRUSH was pretty harsh, but I'll be surprised if they couldn't take that.
@Wrobel
Will ZOS at some point look at separating skills between PVE and PVP? Meaning A skill works/acts one way in PVP and a different way in PVE. This seems like to me the best way to balance the game for both aspects of the game. This really ties into a lot of changes for the sorcs that will be changing PVE in order to satisfy the very vocal PVP community.
Thank you for your response
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.
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.
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
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.
PainfulFAFA wrote: »Like the part where Wrobel says he balanced Sorcs based on vMA leaderboards, when we will never know if those sorcs did it without cheats...lol
TheKingDab wrote: »
Pets are utterly useless
Your vision of Sorcerers running around with pets has failed, just get rid of them already and replace with a viable spammable ability. It's shocking that we don't have a viable ability that can be frequently used, for that, I need to rely on Weapon abilities.
bloodenragedb14_ESO wrote: »TheKingDab wrote: »
Pets are utterly useless
Your vision of Sorcerers running around with pets has failed, just get rid of them already and replace with a viable spammable ability. It's shocking that we don't have a viable ability that can be frequently used, for that, I need to rely on Weapon abilities.
in the respect of removing summons, no, you speak only for yourself in this instance. Conjuration is a integral part of the Elder Scrolls series, and needs to be included. dont like them? dont play them. myself and many others prefer the summon/pet playstyle in many a mmo, we enjoy it.
They do not need to be removed, merely buffed, and additional control over the summons AI and Targeting needs to be implemented, that is all, but even now i prefer them, as i know the lore, and i could not play without them. ZOS would lose more players than they would game by doing as you suggested.
Im a summoner in ESO, im a necromancer in Rift, GW2, AdventureQuestWorlds, and Skyforge, i use a Carrier starship in star trek online and beam down away teams to help, i am a wizard that focuses on necromancy and summoning in DDO, I play a sorcery superhero in DC Universe online.In Swtor....come on, everyone is technically a pet class there, and since i completed every storyline, im everything there.
My point is that, however badly implemented, so many people love the summoning playstyle and struggle to make it work in ESO. Calling for its removal, instead of a buff to it, is a insult to myself and many who enjoy this playstyle.
bloodenragedb14_ESO wrote: »TheKingDab wrote: »
Pets are utterly useless
Your vision of Sorcerers running around with pets has failed, just get rid of them already and replace with a viable spammable ability. It's shocking that we don't have a viable ability that can be frequently used, for that, I need to rely on Weapon abilities.
in the respect of removing summons, no, you speak only for yourself in this instance. Conjuration is a integral part of the Elder Scrolls series, and needs to be included. dont like them? dont play them. myself and many others prefer the summon/pet playstyle in many a mmo, we enjoy it.
They do not need to be removed, merely buffed, and additional control over the summons AI and Targeting needs to be implemented, that is all, but even now i prefer them, as i know the lore, and i could not play without them. ZOS would lose more players than they would game by doing as you suggested.
Im a summoner in ESO, im a necromancer in Rift, GW2, AdventureQuestWorlds, and Skyforge, i use a Carrier starship in star trek online and beam down away teams to help, i am a wizard that focuses on necromancy and summoning in DDO, I play a sorcery superhero in DC Universe online.In Swtor....come on, everyone is technically a pet class there, and since i completed every storyline, im everything there.
My point is that, however badly implemented, so many people love the summoning playstyle and struggle to make it work in ESO. Calling for its removal, instead of a buff to it, is a insult to myself and many who enjoy this playstyle.
I don't think pets should be removed, like overload should, I just think they should be moved. Why should sorcs be shackled with these toggles? Why shouldn't all classes be able to summon daedra? I'll bet if they made daedric summoning a world skill line next patch, they'd be playable the following patch.
Replace it with frost magic skill line, or necromancy. I know some of you may be asking how would necromancy be any different from what we got. For one zombies have always been DoTs in TES that expire if not killed, with the exception of dead thrall in Skyrim. All sorts of mitigation passives would fit well with either frost or necromancy. I like the idea of necromancy more for its more versatile in what could be done with it, including a life steal melee spamable skill.
Turn dark exchange to a ranged damage dealing ability that converts a portion of damage dealt to mag/stam and we're in business. Break us away from being so reliant on shields!!!