Totally don't agree with he battering overload getting on last few posts. Having it like all the other ultis would be dull as dish water. It's great how it is if you know how to use it.
leepalmer95 wrote: »usmcjdking wrote: »Pets with a 30 second duration would be much, much more appealing than their current form.Another Nerf I've just picked up on is the removal of speed increase on Destro heavy attacks. I guess the 8% damage makes up for it (still unsure of that's light and heavy only or destro skills or all skills on thst bar) however Elegance based builds reliant on them do take a kicking from a few directions this patch huh
And Stam boys still running riot proc-proc-procing
I was waiting for people to figure out that sorcs ARENT getting a huge buff this patch. We just avoided a few nerfs, for which we are thankful of course considering what happened to nightblades.
Stamina got buffed more again this patch, just wait till you see what stamplars can do now. Even assuming they fix the new insta-kill bug..
What?
25% boost to atro. Massive increase on summon survivability.
Daedric Prey now affects Eye of the Scamp.
You're kidding right?
Atro I'll give you, that's useful in a small scale fight, because you can hide behind it.
But the rest? Lol pets.
The curse buff is just free dmg.
8% extra dmg via destro buff
Double pet armor
Double healing from the pet (near 20k in pvp for me)
More ticks on scamp special.
Most mag sorc don't use dmg proc sets, the only one is infernal, so they won't be too effected by that compare to others.
Stam got a nerf overall via shuffle. Hopefully it'll stop the 600 regen bruisers running around. It'll effect all stam builds apart from stam sorc because of how balanced dark deal is.
leepalmer95 wrote: »usmcjdking wrote: »Pets with a 30 second duration would be much, much more appealing than their current form.Another Nerf I've just picked up on is the removal of speed increase on Destro heavy attacks. I guess the 8% damage makes up for it (still unsure of that's light and heavy only or destro skills or all skills on thst bar) however Elegance based builds reliant on them do take a kicking from a few directions this patch huh
And Stam boys still running riot proc-proc-procing
I was waiting for people to figure out that sorcs ARENT getting a huge buff this patch. We just avoided a few nerfs, for which we are thankful of course considering what happened to nightblades.
Stamina got buffed more again this patch, just wait till you see what stamplars can do now. Even assuming they fix the new insta-kill bug..
What?
25% boost to atro. Massive increase on summon survivability.
Daedric Prey now affects Eye of the Scamp.
You're kidding right?
Atro I'll give you, that's useful in a small scale fight, because you can hide behind it.
But the rest? Lol pets.
The curse buff is just free dmg.
8% extra dmg via destro buff
Double pet armor
Double healing from the pet (near 20k in pvp for me)
More ticks on scamp special.
Most mag sorc don't use dmg proc sets, the only one is infernal, so they won't be too effected by that compare to others.
Stam got a nerf overall via shuffle. Hopefully it'll stop the 600 regen bruisers running around. It'll effect all stam builds apart from stam sorc because of how balanced dark deal is.
The destro buff is for all magicka classes, but I'm sure the magicka nightblades will explain that to you in detail next patch. That is, if you ever step into Cyrodiil. Magicka templars with ice staves are going to be the bane of everyone's existence.
Curse is a PVE buff. I'm happy they didn't nerf PVP, but serious. 12 seconds?
And lol pets again... seriously. Everyone hates those things so bad. Every patch note for sorc since TG has been 90% pets and I swear I want to erase those skills and tell the ZOS guy doing it to stop already.
But of course, PTS3 and update 14 will be more pet buffs and nerfs.
Totally don't agree with he battering overload getting on last few posts. Having it like all the other ultis would be dull as dish water. It's great how it is if you know how to use it.
Exactly.
Only a fool would like to get rid of Overload. It gives both mag and stam sorcs exact the kind of flexibility one-trick-pony- players are unable the understand, use or appreciate. Most possibly they even don´t know that can can place completely diferent skills on the third bar, e.g. for buffing, or for bursting, or for mining... hell, some stamsorcs are pure melee players who place the crossbow + warrior guild skills on their overload bar, surprisingly bursting everything down from a distance when people don´t expect it.
Waffennacht wrote: »@leepalmer95 where do you get double the heal?
IzakiBrotherSs wrote: »Overload needs to become a legit ult instead of a Palpatine wannabe tool. If we lose the 3rd bar, maybe we'll lose the toggles?!
Joy_Division wrote: »
We have played with the shield changes for a long time now. I think the result is not satisfying to anybody. As a sorcerer, I find the 6 second duration too hampering. As a non-sorcerer, I find the ability to stack shields too strong. Harness and Hardened should not be stackable, the duration should be longer, and the Conjured Ward skill give the sorcerer some long-term defensive buff to compensate sorcerers for losing the shield stack. And the Shieldbreaker set should be removed from the game. I would find this reform more interesting and enjoyable as a sorcerer and a non sorcerer than the current system in place.
Joy_Division wrote: »What I would look forward to on my sorcerer moving past Update 13
- The Lightning Flood morph is not competitive because the extra radius is most of the time irrelevant and its shorter uptime is difficult to manage; this results in a DPS loss in fights that do matter.
- I don't like that in all ESO, the major sorcery and major brutality buffs are separated by morphs. We cant even try to make a hybrid build with such a system. Please consolidate these buffs on the Surge skill (and other similar skills in ESO) and then make the choice between the Power and Critical morphs interesting. The current design is totally unimaginative because we are forced to take a certain morph.
- I will admit something had to be done to prevent sorcerers from endless streaking away. I still hate the whiplash effect and sudden stop of the character after Streak is completed, please make this a smoother transition. Also, the Bolt Escape morph in my opinion does not provide enough of the way in defense to make up for the loss in damage.
- Light attack Overload either has been too strong or not worth using. The heavy attack version has always been far too weak.
- Crystal Blast is not competitive with Crystal Fragments. A mediocre AoE is not worth the opportunity for a more efficient and powerful instant cast
- Negate is too strong. Other classes' expensive morph just inconvenience opponents while doing damage to them Negate completely shuts down opponents, while doing damage, and removes ultimates, and is cheaper than other class's big ultimates.
- Dark Exchange's current mechanics are too strong. Sorcerers are faster than other classes, which obviates the most suggest counter, bash. Stamina Sorcerers are very strong currently because they can draw on a utility pool to give them very high resource sustain on the attribute they do care about and healing them in the process.
- The Daedric Tomb morph was an interesting idea, but I think most players have drawn the conclusion that I have: three mines are not enough to make it an appealing choice.
- Pets: why is there no option for a timed summon, rather than as a permanent companion that take up two ability slots.
- Storm Atronach needs to move.: Whatever thought process was involved in the original decision to make them immobile has been amply debunked after nearly three years. I still think this is underwhelming for a 200 cost ultimate, I would combine the two morphs.
- Bound Armaments is a strong skill, but it is a terribly boring one as well.
We have played with the shield changes for a long time now. I think the result is not satisfying to anybody. As a sorcerer, I find the 6 second duration too hampering. As a non-sorcerer, I find the ability to stack shields too strong. Harness and Hardened should not be stackable, the duration should be longer, and the Conjured Ward skill give the sorcerer some long-term defensive buff to compensate sorcerers for losing the shield stack. And the Shieldbreaker set should be removed from the game. I would find this reform more interesting and enjoyable as a sorcerer and a non sorcerer than the current system in place.
Joy_Division wrote: »What I would look forward to on my sorcerer moving past Update 13
- The Lightning Flood morph is not competitive because the extra radius is most of the time irrelevant and its shorter uptime is difficult to manage; this results in a DPS loss in fights that do matter.
- I don't like that in all ESO, the major sorcery and major brutality buffs are separated by morphs. We cant even try to make a hybrid build with such a system. Please consolidate these buffs on the Surge skill (and other similar skills in ESO) and then make the choice between the Power and Critical morphs interesting. The current design is totally unimaginative because we are forced to take a certain morph.
- I will admit something had to be done to prevent sorcerers from endless streaking away. I still hate the whiplash effect and sudden stop of the character after Streak is completed, please make this a smoother transition. Also, the Bolt Escape morph in my opinion does not provide enough of the way in defense to make up for the loss in damage.
- Light attack Overload either has been too strong or not worth using. The heavy attack version has always been far too weak.
- Crystal Blast is not competitive with Crystal Fragments. A mediocre AoE is not worth the opportunity for a more efficient and powerful instant cast
- Negate is too strong. Other classes' expensive morph just inconvenience opponents while doing damage to them Negate completely shuts down opponents, while doing damage, and removes ultimates, and is cheaper than other class's big ultimates.
- Dark Exchange's current mechanics are too strong. Sorcerers are faster than other classes, which obviates the most suggest counter, bash. Stamina Sorcerers are very strong currently because they can draw on a utility pool to give them very high resource sustain on the attribute they do care about and healing them in the process.
- The Daedric Tomb morph was an interesting idea, but I think most players have drawn the conclusion that I have: three mines are not enough to make it an appealing choice.
- Pets: why is there no option for a timed summon, rather than as a permanent companion that take up two ability slots.
- Storm Atronach needs to move.: Whatever thought process was involved in the original decision to make them immobile has been amply debunked after nearly three years. I still think this is underwhelming for a 200 cost ultimate, I would combine the two morphs.
- Bound Armaments is a strong skill, but it is a terribly boring one as well.
We have played with the shield changes for a long time now. I think the result is not satisfying to anybody. As a sorcerer, I find the 6 second duration too hampering. As a non-sorcerer, I find the ability to stack shields too strong. Harness and Hardened should not be stackable, the duration should be longer, and the Conjured Ward skill give the sorcerer some long-term defensive buff to compensate sorcerers for losing the shield stack. And the Shieldbreaker set should be removed from the game. I would find this reform more interesting and enjoyable as a sorcerer and a non sorcerer than the current system in place.
leepalmer95 wrote: »usmcjdking wrote: »Pets with a 30 second duration would be much, much more appealing than their current form.Another Nerf I've just picked up on is the removal of speed increase on Destro heavy attacks. I guess the 8% damage makes up for it (still unsure of that's light and heavy only or destro skills or all skills on thst bar) however Elegance based builds reliant on them do take a kicking from a few directions this patch huh
And Stam boys still running riot proc-proc-procing
I was waiting for people to figure out that sorcs ARENT getting a huge buff this patch. We just avoided a few nerfs, for which we are thankful of course considering what happened to nightblades.
Stamina got buffed more again this patch, just wait till you see what stamplars can do now. Even assuming they fix the new insta-kill bug..
What?
25% boost to atro. Massive increase on summon survivability.
Daedric Prey now affects Eye of the Scamp.
You're kidding right?
Atro I'll give you, that's useful in a small scale fight, because you can hide behind it.
But the rest? Lol pets.
The curse buff is just free dmg.
8% extra dmg via destro buff
Double pet armor
Double healing from the pet (near 20k in pvp for me)
More ticks on scamp special.
Most mag sorc don't use dmg proc sets, the only one is infernal, so they won't be too effected by that compare to others.
Stam got a nerf overall via shuffle. Hopefully it'll stop the 600 regen bruisers running around. It'll effect all stam builds apart from stam sorc because of how balanced dark deal is.
The destro buff is for all magicka classes, but I'm sure the magicka nightblades will explain that to you in detail next patch. That is, if you ever step into Cyrodiil. Magicka templars with ice staves are going to be the bane of everyone's existence.
Curse is a PVE buff. I'm happy they didn't nerf PVP, but serious. 12 seconds?
And lol pets again... seriously. Everyone hates those things so bad. Every patch note for sorc since TG has been 90% pets and I swear I want to erase those skills and tell the ZOS guy doing it to stop already.
But of course, PTS3 and update 14 will be more pet buffs and nerfs.
NightSquirrel wrote: »Stam sorcs should not be able to proc implosions, that is my two-cents.
NightSquirrel wrote: »Stam sorcs should not be able to proc implosions, that is my two-cents.
KramUzibra wrote: »NightSquirrel wrote: »Stam sorcs should not be able to proc implosions, that is my two-cents.
They don't necessarily have to do anything except add a skill point in their class passives. Implosion just happens while they fight. If anything reduce the dmg to be comparable to an enchant around 2 thousand. Getting hit with 10k+ is way too powerful. Personally I don't think it should exist at all but I'll take a compromise if zos is willing.
KramUzibra wrote: »NightSquirrel wrote: »Stam sorcs should not be able to proc implosions, that is my two-cents.
They don't necessarily have to do anything except add a skill point in their class passives. Implosion just happens while they fight. If anything reduce the dmg to be comparable to an enchant around 2 thousand. Getting hit with 10k+ is way too powerful. Personally I don't think it should exist at all but I'll take a compromise if zos is willing.
Now correct me if i am wrong but arent there a lot of passives that can result in damage?
crit boosts for assassination passives, Stealth boosts for 10%, etc.
never will understand the artifical line between damage listed on recap separately from massive boosts like crits deliver which are added-in to the base powers.
To me, its how much damage you do and when and so forth - not how the recap lists it.
You'd rather have a 3rd bar or a decent ultimate for pvp and pve?Zos, friendly reminder that not all your players pvp.IzakiBrotherSs wrote: »Overload needs to become a legit ult instead of a Palpatine wannabe tool. If we lose the 3rd bar, maybe we'll lose the toggles?!
you know that some sorcs like the third bar option right? if you want a dps ult, then go use rend/eots. leave the bar as it is as
IzakiBrotherSs wrote: »You'd rather have a 3rd bar or a decent ultimate for pvp and pve?Zos, friendly reminder that not all your players pvp.IzakiBrotherSs wrote: »Overload needs to become a legit ult instead of a Palpatine wannabe tool. If we lose the 3rd bar, maybe we'll lose the toggles?!
you know that some sorcs like the third bar option right? if you want a dps ult, then go use rend/eots. leave the bar as it is as
IzakiBrotherSs wrote: »You'd rather have a 3rd bar or a decent ultimate for pvp and pve?Zos, friendly reminder that not all your players pvp.IzakiBrotherSs wrote: »Overload needs to become a legit ult instead of a Palpatine wannabe tool. If we lose the 3rd bar, maybe we'll lose the toggles?!
you know that some sorcs like the third bar option right? if you want a dps ult, then go use rend/eots. leave the bar as it is as
I would like to start by thanking you *ZOS for retaining the 3.5 s burst for the haunting curse re work.
Now, i have always played magsorc pvp with a lighting staff. It's my playstyle and have always preferred it over flame or frost. And i know many other sorcs feel the same way.
Now with these new changes to the passives (flame staff increases damage with single target abilities) isn't this forcing all of us to use flame staff for pvp?
I mean who wouldn't want to squeeze the most dps out of their curse, execute , frags, and pulse?
I think it is taking away freedom of choice when it comes to your pvp staff and i believe thats wrong. Why should everyone be forced into using a staff they might not like just so they can remain competitive?
KramUzibra wrote: »NightSquirrel wrote: »Stam sorcs should not be able to proc implosions, that is my two-cents.
They don't necessarily have to do anything except add a skill point in their class passives. Implosion just happens while they fight. If anything reduce the dmg to be comparable to an enchant around 2 thousand. Getting hit with 10k+ is way too powerful. Personally I don't think it should exist at all but I'll take a compromise if zos is willing.
Now correct me if i am wrong but arent there a lot of passives that can result in damage?
crit boosts for assassination passives, Stealth boosts for 10%, etc.
never will understand the artifical line between damage listed on recap separately from massive boosts like crits deliver which are added-in to the base powers.
To me, its how much damage you do and when and so forth - not how the recap lists it.
Don't forget 8% max magicka for nightblades. I'd take that over a 5% execute chance passive any day.
Some people want to pretend that one hit at full health means implosion procs left and right. That's asinine. It only triggers when you're almost dead anyways.
KramUzibra wrote: »NightSquirrel wrote: »Stam sorcs should not be able to proc implosions, that is my two-cents.
They don't necessarily have to do anything except add a skill point in their class passives. Implosion just happens while they fight. If anything reduce the dmg to be comparable to an enchant around 2 thousand. Getting hit with 10k+ is way too powerful. Personally I don't think it should exist at all but I'll take a compromise if zos is willing.
Now correct me if i am wrong but arent there a lot of passives that can result in damage?
crit boosts for assassination passives, Stealth boosts for 10%, etc.
never will understand the artifical line between damage listed on recap separately from massive boosts like crits deliver which are added-in to the base powers.
To me, its how much damage you do and when and so forth - not how the recap lists it.
Don't forget 8% max magicka for nightblades. I'd take that over a 5% execute chance passive any day.
Some people want to pretend that one hit at full health means implosion procs left and right. That's asinine. It only triggers when you're almost dead anyways.
KramUzibra wrote: »I would like to start by thanking you *ZOS for retaining the 3.5 s burst for the haunting curse re work.
Now, i have always played magsorc pvp with a lighting staff. It's my playstyle and have always preferred it over flame or frost. And i know many other sorcs feel the same way.
Now with these new changes to the passives (flame staff increases damage with single target abilities) isn't this forcing all of us to use flame staff for pvp?
I mean who wouldn't want to squeeze the most dps out of their curse, execute , frags, and pulse?
I think it is taking away freedom of choice when it comes to your pvp staff and i believe thats wrong. Why should everyone be forced into using a staff they might not like just so they can remain competitive?KramUzibra wrote: »NightSquirrel wrote: »Stam sorcs should not be able to proc implosions, that is my two-cents.
They don't necessarily have to do anything except add a skill point in their class passives. Implosion just happens while they fight. If anything reduce the dmg to be comparable to an enchant around 2 thousand. Getting hit with 10k+ is way too powerful. Personally I don't think it should exist at all but I'll take a compromise if zos is willing.
Now correct me if i am wrong but arent there a lot of passives that can result in damage?
crit boosts for assassination passives, Stealth boosts for 10%, etc.
never will understand the artifical line between damage listed on recap separately from massive boosts like crits deliver which are added-in to the base powers.
To me, its how much damage you do and when and so forth - not how the recap lists it.
Don't forget 8% max magicka for nightblades. I'd take that over a 5% execute chance passive any day.
Some people want to pretend that one hit at full health means implosion procs left and right. That's asinine. It only triggers when you're almost dead anyways.
So you believe its ok and balanced for a sorc to passively grant you a 5 to 10k+ burst damage that finishes your target for you when I need to run an execute that requires me to physically activate an ability in order to do the same thing?
KramUzibra wrote: »I would like to start by thanking you *ZOS for retaining the 3.5 s burst for the haunting curse re work.
Now, i have always played magsorc pvp with a lighting staff. It's my playstyle and have always preferred it over flame or frost. And i know many other sorcs feel the same way.
Now with these new changes to the passives (flame staff increases damage with single target abilities) isn't this forcing all of us to use flame staff for pvp?
I mean who wouldn't want to squeeze the most dps out of their curse, execute , frags, and pulse?
I think it is taking away freedom of choice when it comes to your pvp staff and i believe thats wrong. Why should everyone be forced into using a staff they might not like just so they can remain competitive?KramUzibra wrote: »NightSquirrel wrote: »Stam sorcs should not be able to proc implosions, that is my two-cents.
They don't necessarily have to do anything except add a skill point in their class passives. Implosion just happens while they fight. If anything reduce the dmg to be comparable to an enchant around 2 thousand. Getting hit with 10k+ is way too powerful. Personally I don't think it should exist at all but I'll take a compromise if zos is willing.
Now correct me if i am wrong but arent there a lot of passives that can result in damage?
crit boosts for assassination passives, Stealth boosts for 10%, etc.
never will understand the artifical line between damage listed on recap separately from massive boosts like crits deliver which are added-in to the base powers.
To me, its how much damage you do and when and so forth - not how the recap lists it.
Don't forget 8% max magicka for nightblades. I'd take that over a 5% execute chance passive any day.
Some people want to pretend that one hit at full health means implosion procs left and right. That's asinine. It only triggers when you're almost dead anyways.
So you believe its ok and balanced for a sorc to passively grant you a 5 to 10k+ burst damage that finishes your target for you when I need to run an execute that requires me to physically activate an ability in order to do the same thing?
... it has a 5% proc chance. Statistically it needs to hit you twenty times at extremely low health to go off. You're either bad at math, or just hopelessly blubbering at this point with the e-tears everywhere.
Yeah I kind of laugh it off when it happens to me. I shrug, say "lucky shot", then res up. Most of the time when I die to it, I would have died with or without the implosion. So All he gets is a cool disintegrate animation out of it. And I have to admit, it is cool.
KramUzibra wrote: »I would like to start by thanking you *ZOS for retaining the 3.5 s burst for the haunting curse re work.
Now, i have always played magsorc pvp with a lighting staff. It's my playstyle and have always preferred it over flame or frost. And i know many other sorcs feel the same way.
Now with these new changes to the passives (flame staff increases damage with single target abilities) isn't this forcing all of us to use flame staff for pvp?
I mean who wouldn't want to squeeze the most dps out of their curse, execute , frags, and pulse?
I think it is taking away freedom of choice when it comes to your pvp staff and i believe thats wrong. Why should everyone be forced into using a staff they might not like just so they can remain competitive?KramUzibra wrote: »NightSquirrel wrote: »Stam sorcs should not be able to proc implosions, that is my two-cents.
They don't necessarily have to do anything except add a skill point in their class passives. Implosion just happens while they fight. If anything reduce the dmg to be comparable to an enchant around 2 thousand. Getting hit with 10k+ is way too powerful. Personally I don't think it should exist at all but I'll take a compromise if zos is willing.
Now correct me if i am wrong but arent there a lot of passives that can result in damage?
crit boosts for assassination passives, Stealth boosts for 10%, etc.
never will understand the artifical line between damage listed on recap separately from massive boosts like crits deliver which are added-in to the base powers.
To me, its how much damage you do and when and so forth - not how the recap lists it.
Don't forget 8% max magicka for nightblades. I'd take that over a 5% execute chance passive any day.
Some people want to pretend that one hit at full health means implosion procs left and right. That's asinine. It only triggers when you're almost dead anyways.
So you believe its ok and balanced for a sorc to passively grant you a 5 to 10k+ burst damage that finishes your target for you when I need to run an execute that requires me to physically activate an ability in order to do the same thing?
... it has a 5% proc chance. Statistically it needs to hit you twenty times at extremely low health to go off. You're either bad at math, or just hopelessly blubbering at this point with the e-tears everywhere.
Yeah I kind of laugh it off when it happens to me. I shrug, say "lucky shot", then res up. Most of the time when I die to it, I would have died with or without the implosion. So All he gets is a cool disintegrate animation out of it. And I have to admit, it is cool.