IzakiBrotherSs wrote: »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.
Except in vMA.
Lightspeedflashb14_ESO wrote: »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.
It gives 8% max magic.
dont' nerf the hurricane. it is all we have as stam sorcs. we don't have the same skills in our skill line as other classes do. most are magic based that due damage.
Lightspeedflashb14_ESO wrote: »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.
It gives 8% max magic.
Twohothardware wrote: »Lightspeedflashb14_ESO wrote: »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.
It gives 8% max magic.
Didn't realize Bound Aegis levels up to 8% unlike Bound Armor but they still need to do something else with the 1320 physical and spell resistance buffs which make no noticeable difference before there's a reason to use this skill over Inner Light from the Mages Guild.
xblackroxe wrote: »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.
How is this a damage nerf?
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
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
This IS what you said :
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
8,5 INSTEAD of 12 !!!!!!!!!!!!!
And now this is what you said on the patch notes :
Haunting Curse (Deadric Curse morph): This morph continues to explode twice per cast, but now explodes once after 3.5 seconds and again after an """ADDITIONAL""" 8.5 seconds.
Seriously ?? so basically its the same final 12 sec !! and i tested it on pts it is like this. so what is this ! you said it will be a final 8,5 instead of 12 sec but now its a Final 12 sec.
Correct this ZOS !!
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
This IS what you said :
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
8,5 INSTEAD of 12 !!!!!!!!!!!!!
And now this is what you said on the patch notes :
Haunting Curse (Deadric Curse morph): This morph continues to explode twice per cast, but now explodes once after 3.5 seconds and again after an """ADDITIONAL""" 8.5 seconds.
Seriously ?? so basically its the same final 12 sec !! and i tested it on pts it is like this. so what is this ! you said it will be a final 8,5 instead of 12 sec but now its a Final 12 sec.
Correct this ZOS !!
Yep, I agree that this is confusing and needs clarification since the patch notes and the post made by Rich are totally inconsistent. I understood Rich's post, just like many others, that the second explosion will occur at 8,5s after casting a curse, not after the first explosion. And tbh this is not a simple matter of misunderstanding since Rich clearly wrote: the explosions will occur at 3.5s and 8.5s, instead of 6s and 12s. And this was quite interesting. But after reading the patch notes, this echo thing seems to be a luckluster - nobody will wait 12s after casting a curse for the second explosion; to maximize dps people will be recasting a curse every 3,5s.
@ZOS_GinaBruno @ZOS_RichLambert Where is a mistake then? In the patch notes or in the Rich's post? Did something change after Rich made his post?
psychotic13 wrote: »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
This IS what you said :
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
8,5 INSTEAD of 12 !!!!!!!!!!!!!
And now this is what you said on the patch notes :
Haunting Curse (Deadric Curse morph): This morph continues to explode twice per cast, but now explodes once after 3.5 seconds and again after an """ADDITIONAL""" 8.5 seconds.
Seriously ?? so basically its the same final 12 sec !! and i tested it on pts it is like this. so what is this ! you said it will be a final 8,5 instead of 12 sec but now its a Final 12 sec.
Correct this ZOS !!
Yep, I agree that this is confusing and needs clarification since the patch notes and the post made by Rich are totally inconsistent. I understood Rich's post, just like many others, that the second explosion will occur at 8,5s after casting a curse, not after the first explosion. And tbh this is not a simple matter of misunderstanding since Rich clearly wrote: the explosions will occur at 3.5s and 8.5s, instead of 6s and 12s. And this was quite interesting. But after reading the patch notes, this echo thing seems to be a luckluster - nobody will wait 12s after casting a curse for the second explosion; to maximize dps people will be recasting a curse every 3,5s.
@ZOS_GinaBruno @ZOS_RichLambert Where is a mistake then? In the patch notes or in the Rich's post? Did something change after Rich made his post?
If it's at 3.5 and 12s they really shouldn't have even bothered to alter the ability, like you said no one will wait for the second explosion.
Velicious Curse DIDNT GET BUFFEDDDDD....
good players never will wait to acho at 8.5 sec...
We always cast it again after 3.5 or 4
people say OOO BUFF noo it is not... it is not like while it hits 4000 like now 6000k ...
SO there isnt any changes realy in the name of BALANCE for SORC .....................
Staff buff is not specific to SORC it is for all MAGICKA USERS.................................................
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.
cpuScientist wrote: »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.
Here is what they are doing. Once again nerfing a part of the sorcs kit for the sake of VMA. They always do it as sorcs are king of that jungle. OL for mag sorcs was a big reason and now it has been nerfed. It's really the only place that it is still used and relied upon. So now we cannot just down all the bosses with it. We have to go slower again. Nerfed again for VMA. But notice how so many are not complaining it's because ZOS already killed that skills usefulness a long while ago. So many frankly don't give a darn.
ZOS_GinaBruno wrote: »Combat & Gameplay
General
- Reduced the maximum amount of Ultimate that can be stored to 500 from 1000.
AgentofKhaoss wrote: »If you're listening about Curse, listen PLEASE and don't nerf Hurricane. Stam Sorcs have so few ways to be competitive. It allows us to mop up mobs in pve and adds mobility in pvp. We can't shield stack, we can't use most of our class abilities, you are nerfing Overload and now Hurricane? Please. We are in a good place.
Velicious Curse DIDNT GET BUFFEDDDDD....
good players never will wait to acho at 8.5 sec...
We always cast it again after 3.5 or 4
people say OOO BUFF noo it is not... it is not like while it hits 4000 like now 6000k ...
SO there isnt any changes realy in the name of BALANCE for SORC .....................
Staff buff is not specific to SORC it is for all MAGICKA USERS.................................................
SmalltalkJava wrote: »Is it possible to make the aoe morph Crystal Blast use lightening elemental damage? It would make it much more useable in relation to sustain.
SmalltalkJava wrote: »Is it possible to make the aoe morph Crystal Blast use lightening elemental damage? It would make it much more useable in relation to sustain.
Wow, sometimes I just completely forget about that morph, that's how bad it is. It will be a strange day if and when they ever make crystal blast a viable alternative to fragments.
SmalltalkJava wrote: »Is it possible to make the aoe morph Crystal Blast use lightening elemental damage? It would make it much more useable in relation to sustain.
Wow, sometimes I just completely forget about that morph, that's how bad it is. It will be a strange day if and when they ever make crystal blast a viable alternative to fragments.
SmalltalkJava wrote: »Is it possible to make the aoe morph Crystal Blast use lightening elemental damage? It would make it much more useable in relation to sustain.
Wow, sometimes I just completely forget about that morph, that's how bad it is. It will be a strange day if and when they ever make crystal blast a viable alternative to fragments.
Please don't ask for that. Just don't.
They'll make shards viable by nerfing fragments. You know they will.
Want to fix something? Ask for Bound Aegis to get the 'mage light' toggle-removal treatment, so that it doesn't take space on both bars if you don't want to.