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!!!
Yeah... undead expired, because they were summons just like some deadric creatures, and summons expired.
@wrobel @ZOS_JessicaFolsom
I've read through this Q&A and I don't see where the changes to the sorc class match your listed intents in any category.
vMA is not a reliable indicator of the function of the sorc class. It requires a specific skill setup and an understanding of the specific mechanics for each of the trials within vMA. These specific setups do not translate into the other areas of game play, such as PvP. Did you note my use of the word "specific"? I hope so.
Pets have no functional method of control. No attack, stay, come, aggressive stance, passive stance, etc.. they are not reliable as a result. For those that choose to play the sorc as a pet class, this should be a concern.
Toggles are bad! End of statement. Just stop trying to make this work please. No one can afford the button real estate across two bars for lack luster abilities and uncontrollable pets.
I would love to see some diversity and build options with the sorc class, however the choice to strip our skills and replace or repair none of them doesn't lend to that line of thought.
I'm not sure where this idea for 6 second "anything" keeps coming from, but frankly it's a bad idea that needs to be dropped. This was attempted with Templar shields and no one used them as a result. 6 seconds is not 6 useable seconds. Add any other buff cast, or a bar swap or the standard Cyro lag. And 6 seconds is less than 4 usable. 10 should be the minimum and frankly with the lack of any other form of damage mitigation with the sorc class, this should be longer. We are the only class that has no means of passive mitigation without making our passives useless.
Has there been any thought on having class advocates appointed that can engage with the devs on ideas for change and practical implementation? Having an advocate that both plays the class regularly and can translate ideas and concerns in a professional manor to the dev teams may help to cut through the sea of forums voices and help polarize and clarify issues, ideas and solutions.
Drummerx04 wrote: »Okay, having played my sorcerer on the live release, I can say the sorcerer is still okay to play. There were several changes made for the live release that really received little or no mention in the pts. These are my experiences between vmsa and pvp.
1. Sorc Execute - The reaction time on the execution detonation is now practically instant. Like to the point where it always goes off as part of my rotation. It is no longer essentially a wasted shot, and I have never since the DB patch knocked an enemy to the new 20% mark and then killed him with another crushing shock before the explosion. Please, for the love of sorcs do not ever put this back the way it was or anywhere in between.
2. Dark Conversion - People tend to freak out about this one in the forums about how aweful this thing is. I've liked the dark deal morph for a while, because I could place it on my overload bar and gain 3k stam and some health every second. With the sorc shield, you almost alway have a second. Now Dark Deal restores 5K stamina and 9.5K health from the saftey of my shield for 2.2K magicka. This is a good thing. Even in pvp, LoS behind a tree and gain 5k stam for the inevitable break free coming up.
3. Surge - I'm running power surge. The ability to dodge roll and get a (now 4k) healing proc from LL, desto wall, or even boundless storm is pretty nice.
4. Ward Nerf - This still sucks from a matter of convenience, but honestly, With the above changes I have had much more success with my sorc than before the DB patch. I'm pretty sure there was a cost reduction as well.
5. Negate - HOLY F**K this is now amazing in pvp. Instead of being the only ultimate that you could break free from and then have it literally do nothing, it now serves as a zone of "NO zergball! you are not casting spells here dammit" and deals a little damage or healing on top of it. It actually feels like an ultimate now.
6. There is now a weapon enchant which boosts spell damage as well as weapon damage. This is good.
7. With a little champ point movement, the new Nirnhoned weapons may not be as bad as people say. They seem to boost my spell damage outright which is never a bad thing.
8. Bone Shield - Blocks both damage types but scales off of health rather than stamina. So frankly stamina build dps in pvp are not really running it.
9. camo hunter - I believe this no longer hits for OP stealth damage, so for the most part I have not been 1-shot from stealth (vamp) since the update, even without keeping ward up all the time. No more "Camo Hunter 7.5k, Focused Aim 8k, Camo Hunter 7.5k" on my death recaps is appreciated.
10. VD - In 10 hours of pvp, I think it killed me once. As far as I can tell, it is no longer executing people for free, so nb bombers just about disappeared for me.
11. PVP lag - I'm not sure what happened here. My ping did not go over 500-600 even with 3 factions poplocked and haxus det balling in Rayles with 2 raids DC fighting them. What ever you fixed/changed even by accident, THANK YOU
12. Cheater Ban - Enemy groups are getting wrecked by me and or my guild (Blood of Daggerfall) since the bans and patch. There is no way this is not related.
This list was actually longer than I expected now that I look at it, but all of these things are improvements to the sorc or to the game as a whole. Sorc does not deal top dps, but I have always viewed the sorc as a dps that is hard to kill. Dead dps deals no damage, and sorcs can keep themselves alive through quite a bit.
I have been pretty pessimistic about the changes to sorc and shields, but against all odds @Wrobel did not screw the class into oblivion for me. I would like to see default duration of sorc ward increase a few seconds, but having played with all of the changes, I can live.
Cinnamon_Spider wrote: »@Wrobel The changes you've made to the class, and other skills, have pigeonholed Sorcs into one specific build/play style. You've made them much much less survivable. But worse than that, you've made them boring to play.
We understand that Sorcerers would like more freedom... However... We don’t have any immediate plans to change this...
Tyrannitar wrote: »This thread is titled Q&A.
More like @Wrobel answers the FAQs on all our nerfs with "yeah I meant for that to happen lol cry more" and allows 7 pages without a single response.
Please please please look into a new combat designer ZoS
Tyrannitar wrote: »This thread is titled Q&A.
More like @Wrobel answers the FAQs on all our nerfs with "yeah I meant for that to happen lol cry more" and allows 7 pages without a single response.
Please please please look into a new combat designer ZoS
I really wish he would do a real Q&A... Schedule a date and sit here in the forum for a whole 2 or 3 hours with a moderator or two to shield him from useless attack posts and answer our questions. Other games do that sort of thing, but not ZOS... I know it would be a bother, he'd need to be away from his work for those three hours, but it I think it would be worthwhile for the game.
That or ZOS should organize meeting in TS with groups of players that represent each class. Advocates for the classes that could point out issues, points in which the class is too strong and points in which the class is too weak... I doubt any of that will ever happen though.
Tyrannitar wrote: »This thread is titled Q&A.
More like @Wrobel answers the FAQs on all our nerfs with "yeah I meant for that to happen lol cry more" and allows 7 pages without a single response.
Please please please look into a new combat designer ZoS
I really wish he would do a real Q&A... Schedule a date and sit here in the forum for a whole 2 or 3 hours with a moderator or two to shield him from useless attack posts and answer our questions. Other games do that sort of thing, but not ZOS... I know it would be a bother, he'd need to be away from his work for those three hours, but it I think it would be worthwhile for the game.
That or ZOS should organize meeting in TS with groups of players that represent each class. Advocates for the classes that could point out issues, points in which the class is too strong and points in which the class is too weak... I doubt any of that will ever happen though.
I don't think they even care about DPS. Not saying this to be crass, but you'd think if something like DPS was on their radar, you wouldn't need add-ons to measure it.
That being said, they'd need to care about what players care about for such a thing to even work, let alone matter. I see if something like this were to happen, it'd be much like this thread. We'd have concerns based on what we see, and they'd have lopsided responses based on metrics we can't see. Makes me wonder, how much magicka you'd need for a 25k shield with 100 in bastion? How much spell crit can you achieve in 5 heavy? Even if you can eek out 40%, how would surge be better for a tank than dark deal? It's like they live in their own little world of candy canes and gumdrops, where sorcs are the antagonist to be crushed.
Then again, that's just my opinion, I could be wrong.
potirondb16_ESO wrote: »Hi Eric,
First I wanna say that you look like a real cool guys, and I really enjoy each of your apparition Inside ESO live cause it really helps me understand some of the change you are doing and it always feel great that a dev puts himself out there and talk about the stuff player are so critic about.
I've heard about this thread from FENGRUSH and have been playing for a certain amount of time Inside imperial city, not with my sorcerer but as a stamplar and have found some specific issue that I feel can be adress about sorcerer as the new patch come out.
First the shield duration, before patch came out, attacking a sorcerer in open field was a risky pick. Good sorcerer can often be a pain to fight and now that their pvp shield is down at 6 second, they are way too easy to kill as you only have to time your cc ability within 5 second of their shield cast to almost insta kill them. I understand that shielding mecannics of the sorc was a real issue since it has that undergoing value of being reapply before it depleete but now that sorcerer have less time on their stronger shield, it doesn't seem fair to make them a fair fight since they have litterrally no way of surviving a good WB if they want to keep some burst and sustain in their build.
I was wondering if the 30% increase strengh of hardened ward was still a good position since those shield are really short lasting and most of the time people don't break through them while they last except with really strong bursty build. I'm also pretty sure that a good harness magika can't be burst through in 1v1 before it depleete. So my interrogation is... is the 30% durability is really usefull or if Sorcerer could not benefit of some kind of Healing more then from some kind of increase durability....
potirondb16_ESO wrote: »Hi Eric,
First I wanna say that you look like a real cool guys, and I really enjoy each of your apparition Inside ESO live cause it really helps me understand some of the change you are doing and it always feel great that a dev puts himself out there and talk about the stuff player are so critic about.
I've heard about this thread from FENGRUSH and have been playing for a certain amount of time Inside imperial city, not with my sorcerer but as a stamplar and have found some specific issue that I feel can be adress about sorcerer as the new patch come out.
First the shield duration, before patch came out, attacking a sorcerer in open field was a risky pick. Good sorcerer can often be a pain to fight and now that their pvp shield is down at 6 second, they are way too easy to kill as you only have to time your cc ability within 5 second of their shield cast to almost insta kill them. I understand that shielding mecannics of the sorc was a real issue since it has that undergoing value of being reapply before it depleete but now that sorcerer have less time on their stronger shield, it doesn't seem fair to make them a fair fight since they have litterrally no way of surviving a good WB if they want to keep some burst and sustain in their build.
I was wondering if the 30% increase strengh of hardened ward was still a good position since those shield are really short lasting and most of the time people don't break through them while they last except with really strong bursty build. I'm also pretty sure that a good harness magika can't be burst through in 1v1 before it depleete. So my interrogation is... is the 30% durability is really usefull or if Sorcerer could not benefit of some kind of Healing more then from some kind of increase durability....
One shield can easily be taken down within a second. So, please don't touch the Hardened Ward morph. >_>
potirondb16_ESO wrote: »Hi Eric,
First I wanna say that you look like a real cool guys, and I really enjoy each of your apparition Inside ESO live cause it really helps me understand some of the change you are doing and it always feel great that a dev puts himself out there and talk about the stuff player are so critic about.
I've heard about this thread from FENGRUSH and have been playing for a certain amount of time Inside imperial city, not with my sorcerer but as a stamplar and have found some specific issue that I feel can be adress about sorcerer as the new patch come out.
First the shield duration, before patch came out, attacking a sorcerer in open field was a risky pick. Good sorcerer can often be a pain to fight and now that their pvp shield is down at 6 second, they are way too easy to kill as you only have to time your cc ability within 5 second of their shield cast to almost insta kill them. I understand that shielding mecannics of the sorc was a real issue since it has that undergoing value of being reapply before it depleete but now that sorcerer have less time on their stronger shield, it doesn't seem fair to make them a fair fight since they have litterrally no way of surviving a good WB if they want to keep some burst and sustain in their build.
I was wondering if the 30% increase strengh of hardened ward was still a good position since those shield are really short lasting and most of the time people don't break through them while they last except with really strong bursty build. I'm also pretty sure that a good harness magika can't be burst through in 1v1 before it depleete. So my interrogation is... is the 30% durability is really usefull or if Sorcerer could not benefit of some kind of Healing more then from some kind of increase durability....
One shield can easily be taken down within a second. So, please don't touch the Hardened Ward morph. >_>
potirondb16_ESO wrote: »potirondb16_ESO wrote: »Hi Eric,
First I wanna say that you look like a real cool guys, and I really enjoy each of your apparition Inside ESO live cause it really helps me understand some of the change you are doing and it always feel great that a dev puts himself out there and talk about the stuff player are so critic about.
I've heard about this thread from FENGRUSH and have been playing for a certain amount of time Inside imperial city, not with my sorcerer but as a stamplar and have found some specific issue that I feel can be adress about sorcerer as the new patch come out.
First the shield duration, before patch came out, attacking a sorcerer in open field was a risky pick. Good sorcerer can often be a pain to fight and now that their pvp shield is down at 6 second, they are way too easy to kill as you only have to time your cc ability within 5 second of their shield cast to almost insta kill them. I understand that shielding mecannics of the sorc was a real issue since it has that undergoing value of being reapply before it depleete but now that sorcerer have less time on their stronger shield, it doesn't seem fair to make them a fair fight since they have litterrally no way of surviving a good WB if they want to keep some burst and sustain in their build.
I was wondering if the 30% increase strengh of hardened ward was still a good position since those shield are really short lasting and most of the time people don't break through them while they last except with really strong bursty build. I'm also pretty sure that a good harness magika can't be burst through in 1v1 before it depleete. So my interrogation is... is the 30% durability is really usefull or if Sorcerer could not benefit of some kind of Healing more then from some kind of increase durability....
One shield can easily be taken down within a second. So, please don't touch the Hardened Ward morph. >_>
More then it is easy to take you down and finish you while it fade ? // it's an honest question cause since DB it's been fairly easy to kill sorcerer, it is possible I'ven't met the best among them but it sure was way easier that it use to
potirondb16_ESO wrote: »potirondb16_ESO wrote: »Hi Eric,
First I wanna say that you look like a real cool guys, and I really enjoy each of your apparition Inside ESO live cause it really helps me understand some of the change you are doing and it always feel great that a dev puts himself out there and talk about the stuff player are so critic about.
I've heard about this thread from FENGRUSH and have been playing for a certain amount of time Inside imperial city, not with my sorcerer but as a stamplar and have found some specific issue that I feel can be adress about sorcerer as the new patch come out.
First the shield duration, before patch came out, attacking a sorcerer in open field was a risky pick. Good sorcerer can often be a pain to fight and now that their pvp shield is down at 6 second, they are way too easy to kill as you only have to time your cc ability within 5 second of their shield cast to almost insta kill them. I understand that shielding mecannics of the sorc was a real issue since it has that undergoing value of being reapply before it depleete but now that sorcerer have less time on their stronger shield, it doesn't seem fair to make them a fair fight since they have litterrally no way of surviving a good WB if they want to keep some burst and sustain in their build.
I was wondering if the 30% increase strengh of hardened ward was still a good position since those shield are really short lasting and most of the time people don't break through them while they last except with really strong bursty build. I'm also pretty sure that a good harness magika can't be burst through in 1v1 before it depleete. So my interrogation is... is the 30% durability is really usefull or if Sorcerer could not benefit of some kind of Healing more then from some kind of increase durability....
One shield can easily be taken down within a second. So, please don't touch the Hardened Ward morph. >_>
More then it is easy to take you down and finish you while it fade ? // it's an honest question cause since DB it's been fairly easy to kill sorcerer, it is possible I'ven't met the best among them but it sure was way easier that it use to
You can try to apply DoTs and buff up, then cc me before it expires and attempt to burst me down. Or you can try to constantly pressure me to drain my resources. Or just right out break the shield and cc me, then kill me before I can react...
In the end, I have ways to deal with all of that, so you'll just have to find out with what an individual player has the most difficulties, nothing works unless your opponent makes a mistake. Except maybe Shieldbreaker.
off topic, sorry
lets cap puncturing heal too for 3k / sec ? its cheese in wma pressing just 1 button, or soloing vcoa
lets shorten the duration of rally an vigour heals too for 6sec too easy other wise
+ spamming penalty to cloak
+ bol could use one too crazy when some good templars can tank 10ppl
+ dk wings should have one too ?
+ how about gap closers shouldnt streak (escape) be same or longer for distance ?
Hi @Wrobel , I have been playing Magicka Sorc since day 1, but after the changes to shields especially (don't get me started on Surge, I'm just glad I am not Stamina) I feel I will have to abandon my favourite class as soon as DB launches on Xbox as well. Good thing I have a Magicka Nightblade and a Stamina Templar ready to take over. I feel 6 seconds is not long enough for me to produce enough DPS, having to recast every 6 seconds. If I have them on my backbar it will be even worse. The community always complained about our shields, but now you've made it worse by changing Harness Magicka. We are gonig to be super hard to kill, but we will hardly be able to do as much damage as we previously did.
I hardly ever used power surge but it was fundamental for Stam sorcs to stay alive, now they have rubbish DPS and rubbish survivability. You justified this change by mentioning Tank Sorcs, WHO PLAYS THAT?!!! Who is it that gives you these feedbacks?? You want to be a tank? Play a Stam DK!
Which leads to a bigger concern of mine, during ESO live you talked about your idea of making all classes able to do everything (tanking, DPS, healing etc). I think it is a terrible idea. Every class should have good magicka/stamina alternatives, but they should be kept unique and interesting. Blending them together (like you did by giving shields to every Magicka build and capping them all at 6 seconds) and you will have a boring dynamic and experience. Sorcs greatest strength should be burst damage, DK's tanking and dots, Templars healing, Nightblades stealth. There can be some measure of overlapping, but don't give everything to everyone. Encourage rather to create brand new builds with other classes and races for different playstyles.