One thing that needs to happen imo, is Crystal Fragment/Shard: The speed of the projectile needs to be increased by atleast 20%+ Atm its the slowed moving projectile and extremely easy to avoid/dodge.
That's the balance part... the damage on it is pretty high on the ability. The speed is the counter play. It can be blocked, dodged, or reflected mid-flight.
We're not nightblades. We don't do one second kills and come here and tell everyone how bad we NEED it...
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the feedback in this thread. We are going to be making tweaks to Velocious Curse for the next PTS build:
- Velocious Curse – This morph will still cause an echo, but now the explosions will occur at 3.5s and 8.5s, instead of 6s and 12s
YES YES YES THANK YOU
Sorc are gonne be so insanely op ._.
Only because of the 8% destro staff passive and eye of the storm. Otherwise, it's not much different than we have now. A 3.5 second curse? Got that on live.
We'll see how it plays, but somehow I doubt magicka sorc is going to be the problem with ice staff blocking templars a thing.
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the feedback in this thread. We are going to be making tweaks to Velocious Curse for the next PTS build:
- Velocious Curse – This morph will still cause an echo, but now the explosions will occur at 3.5s and 8.5s, instead of 6s and 12s
YES YES YES THANK YOU
Sorc are gonne be so insanely op ._.
Only because of the 8% destro staff passive and eye of the storm. Otherwise, it's not much different than we have now. A 3.5 second curse? Got that on live.
We'll see how it plays, but somehow I doubt magicka sorc is going to be the problem with ice staff blocking templars a thing.
8% more dmg.
unreflectable (1h shield ulti is a big thing atm) pulse/shock
curse now the highest singletarget "dot" in the game
Sorc wasn´t in a bad spot.
Now i get an 8% dmg buff to the already high dmg.
I get an absolutely insane buff to my main burst ability that also still allows me to backbar it and use it at 100% efficiency - which lets me use another ability on frontbar.
I get the ability to keep pressure people through reflect with 75% of my dps rotation being unreflectable (curse finisher pulse).
I think when looking at their 1 tamriel performance compared to what they get with homestead sorc gets buffed the most.
xblackroxe wrote: »One thing that needs to happen imo, is Crystal Fragment/Shard: The speed of the projectile needs to be increased by atleast 20%+ Atm its the slowed moving projectile and extremely easy to avoid/dodge.
That's the balance part... the damage on it is pretty high on the ability. The speed is the counter play. It can be blocked, dodged, or reflected mid-flight.
We're not nightblades. We don't do one second kills and come here and tell everyone how bad we NEED it...
Lol seems like somebody hot killed by a nb. How sad
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the feedback in this thread. We are going to be making tweaks to Velocious Curse for the next PTS build:
- Velocious Curse – This morph will still cause an echo, but now the explosions will occur at 3.5s and 8.5s, instead of 6s and 12s
YES YES YES THANK YOU
Sorc are gonne be so insanely op ._.
Only because of the 8% destro staff passive and eye of the storm. Otherwise, it's not much different than we have now. A 3.5 second curse? Got that on live.
We'll see how it plays, but somehow I doubt magicka sorc is going to be the problem with ice staff blocking templars a thing.
8% more dmg.
unreflectable (1h shield ulti is a big thing atm) pulse/shock
curse now the highest singletarget "dot" in the game
Sorc wasn´t in a bad spot.
Now i get an 8% dmg buff to the already high dmg.
I get an absolutely insane buff to my main burst ability that also still allows me to backbar it and use it at 100% efficiency - which lets me use another ability on frontbar.
I get the ability to keep pressure people through reflect with 75% of my dps rotation being unreflectable (curse finisher pulse).
I think when looking at their 1 tamriel performance compared to what they get with homestead sorc gets buffed the most.
old_mufasa wrote: »Every other magicka class also saw buffs, so whats the problem? Sorc will be more powerful, due to global changes, but the whole point of this patch was to make magicka builds stronger.
I'm sorry.. what world do you live in?
Magblades got a 38% increase in there main spam costs with NO buffs at all... and got a damage buff to there AOE skill that still lags behind elemental blockade and other class aoe.. but at least its not a total waste to cast now...so one nerf and one change that brings up a skill to just under par with other mage class dps... oh but lets not for get the fact that we are talking about one of the lowest dps class in pve as well...
Dragon knights got 5% increase to there spam.. and fixs to some skill some of that hardly used anyhow.. but totally ignored they main issue.. that dragon knight magic skills are way more expensive then anyone else and it was totally ignored.. and they had promised major changes to the class.. I don't call getting 5% whip change and nurfing our standard major buffs.. or fixing chains to work and dragon leap to work..
.
The staff changes are nice.. don't get me wrong.. but that's a buff across all mage class's
Over all Id say sorcs made out like bandits this patch..
Finisherofwar wrote: »Endless fury should be the next sorc move the team pay attention to, for the extremely low requirement of 20% health it has to proc explosion it really doesn't do enough damage or have enough utility in PvP to justify the requirement.
Finisherofwar wrote: »Endless fury should be the next sorc move the team pay attention to, for the extremely low requirement of 20% health it has to proc explosion it really doesn't do enough damage or have enough utility in PvP to justify the requirement.
lol, no. Endless fury is one of the most powerful skills in the game due to the synergy it has with the sorc class. If you are trying to use it as you do other executes, applying it when the enemy is in execute range, you're using it wrong. It's a delayed execute, like a ticking time bomb of sorts. You apply it in anticipation of dropping an enemy below 20% while it is active, and then you get a massive instant burst stacked on top of whatever burst procs it. Its a very powerful skill and feels so damn good now after they made it more responsive. Niether this skill nor any other skill in the sorcs offensive rotation needs buffing, nerfing, or tweaking. Everything is perfectly good as is, my opinion of course.
What sorc needs is more utility and diversity in their kit. More viable skills to choose from so that every meta sorc doesn't run the exact same skill load out. We need a rework of pets so that they aren't toggles and then maybe they will see some use. But curse, frags, fury? These are in a good spot and need no tweaking.
Ragnaroek93 wrote: »I would lie if I say that I'm not happy about the changes, but to be honest, this sounds pretty broken in my opinion. Would have preferred something to break roots and snares.
old_mufasa wrote: »Every other magicka class also saw buffs, so whats the problem? Sorc will be more powerful, due to global changes, but the whole point of this patch was to make magicka builds stronger.
I'm sorry.. what world do you live in?
Magblades got a 38% increase in there main spam costs with NO buffs at all... and got a damage buff to there AOE skill that still lags behind elemental blockade and other class aoe.. but at least its not a total waste to cast now...so one nerf and one change that brings up a skill to just under par with other mage class dps... oh but lets not for get the fact that we are talking about one of the lowest dps class in pve as well...
Dragon knights got 5% increase to there spam.. and fixs to some skill some of that hardly used anyhow.. but totally ignored they main issue.. that dragon knight magic skills are way more expensive then anyone else and it was totally ignored.. and they had promised major changes to the class.. I don't call getting 5% whip change and nurfing our standard major buffs.. or fixing chains to work and dragon leap to work..
.
The staff changes are nice.. don't get me wrong.. but that's a buff across all mage class's
Over all Id say sorcs made out like bandits this patch..
The only "buff" we recieved (directed at our class) is the VC one. I wouldn't say it's a damage increase (in PvP, I know it is in PvE) because we burst, we don't really do sustained DPS. It's a sustain buff I'll agree with that (but what good Sorc was running out of resources anyways??).
I just don't see how we "made out like bandits" when the only thing that really happened is they didn't destroy Curse.
I'll agree that the 8% single target damage increase for inferno builds, along with the nerfs to Stamina this update will probably make Mag Sorcs (a class that is pretty heavily tied to said staff) a very strong option. As long as you can manage your 6 second shields, and wearing light armor which I know I have absolutely mastered.
IzakiBrotherSs wrote: »So much salt in here.
tamrielwinner wrote: »i would prefer if they hadn't touched curse, even with the recent changes. it's better than nothing though. it's still a damage nerf to some degree, which is what i assume they were really wanting.
Increased the Physical and Spell Resistance of all Daedric Summoning pets by 100% (18200 resists at CP160, up from 9100).
Summon Storm Atronach: Increased the damage dealt from the pet summoned by this ability and its morphs by approximately 25%.
Summon Volatile Familiar (Summon Unstable Familiar morph):
Increased the duration of this pet’s special ability to 8 seconds from 4 seconds, causing it to pulse for two extra ticks of damage.
Fixed an issue where the damage from this morph’s special ability was not being increased by Daedric Prey.
Summon Winged Twilight: Increased the health of the pet summoned by this ability and its morphs by 100% (15889 Health at CP160, up from 7945)
feyreisa12 wrote: »While I understand and appreciate that devs have listened to feedback on Velocious Curse, I'm disappointed that the Overload nerf appears to be going forward as planned. Cutting that Ulti by 50% is too extreme. Someone else suggested that if you had to decrease overload's ulti storage, drop it to 750. I would rather you leave it as is, but a 25% loss of DPS is better than a 50% loss.
feyreisa12 wrote: »While I understand and appreciate that devs have listened to feedback on Velocious Curse, I'm disappointed that the Overload nerf appears to be going forward as planned. Cutting that Ulti by 50% is too extreme. Someone else suggested that if you had to decrease overload's ulti storage, drop it to 750. I would rather you leave it as is, but a 25% loss of DPS is better than a 50% loss.
Twohothardware wrote: »While you guys are doing the balancing pass on Sorcerer can you look at doing something with Bound Armor? Outside of the 5% Magicka the 1320 physical and spell resistances do literally nothing. You have to give up a slot on both your front and back bar just to run it since it deactivates when you swap bars so would be great if you could give it something else that makes it worthwhile to run over just using Inner Light from the Mages Guild line which gives 7% Magicka/2% regen on top of revealing stealthed targets.
feyreisa12 wrote: »While I understand and appreciate that devs have listened to feedback on Velocious Curse, I'm disappointed that the Overload nerf appears to be going forward as planned. Cutting that Ulti by 50% is too extreme. Someone else suggested that if you had to decrease overload's ulti storage, drop it to 750. I would rather you leave it as is, but a 25% loss of DPS is better than a 50% loss.
Using overload is a DPS loss.