On Implosion, since I see a guy up near the top of the page whining about it - I think the current implementation is quite horrid but in the current incarnation if it pops up that's on you. Imo. I've written up a post in another game's forum about 'combat consistency', where generally you can expect the same amount of difficulty/results/etc from pull to pull...aka things that rarely proc during a fight - or every couple fights - are bad combat design (Implooosion). It's a chance - a very small chance - for me to instantly kill whatever I'm fighting when they're below 15% (the ridiculously low health % requirement aside...)
A while ago I sent in a ticket suggestion. It was as follows.
- There's math that can be done in order to adjust the proc chance, health threshhold and proc-damage. Adjust it such that the proc chance is 30%, health threshold is 33%. Lower the proc damage so that it gives the same DPS as the current incarnation (something-somethingPvE-something). Have the proc damage scale off health. Have it do 1% of proc damage when target is at 33% health, and have it scale linearly between 33%-0%. Something like that. I've always imagined it as a scaling weapon enchantment/execute for added pressure. Added pressure while fighting, mind, something my opponent notices and goes 'oh dear, I should keep my health a little higher', not 'well...he got lucky and I died instantly, gg'.
Or they could just make it a 'Gain x% lightning damage bonus based on damage done/whateveritscalesoffof on next ability after a fully charged heavy attack. Encourage people to do more heavy atttacks + give a little burst afterwards, then nerf dark deal or something.
Again, there's likely math that can be done in order to ensure the DPS output is the same. I'm not going to do it (I did it in the ticket but I didn't make a log of the damn thing and I'm not gonna do it again). The above percentages are just placeholders. Kindly do not disregard this post because the percentages and proc chances and whatever were pulled out of my ass, or because the current meta is something or other and ZOS is slow to deal with or...Yeah. I just want this passive to be useful, I like it ;-; I do believe I've gotten the gist of my idea across. Anyway, the goal is to
1) Ensure PvE dps remains the same.
2) Give the passive a consistent presence in fights - seeing it pop up every 3-4 fights in PvP is ridiculous. Magblades don't get their 8% magicka once every 4 fights, nor does battle roar only work on the 4th person you use it on.Again, I'd like my character's strength/damage output/performance to be consistent through each fight, especially since this passive is(could be) stronger than most other passives.
3) Make the passive actually...useful (in PvP - I'm aware it is useful in PvE)? It's a lovely passive, but I don't think I've ever seen a build that actually utilizes it**. The thing is just...there, and you go 'oh well lookie that, I'm lucky today' when it procs and saves you the button press of killing the person (who was going to die anyway no matter what you did so really nothing much changed)
4) But not too strong. We don't want to end up with basically Viper, but in class passive form. Hence the 'scale dmg off health' thing. And maybe nerf the damage a bit, or have it not proc off dots - only direct hits.
**Wait hold on I think I saw one person ever actually use the passive. A heavy, DW stam sorc. DW passive + Flurry multi hit + dots gave them decently reliable procs, if I recall correctly, but that's it.
TLDR Implosion right now is stupid and it really irritates me. There's a game from 10 YEARS ago that uses a similar 'super super low proc chance, procs once every couple of fights' type deal, but why ESO is using it I will never know. Plz change. I sad that PTS come and go without a change to this.
Thanks for the reverse on curse, appreciated.
Wonder what a good build / stuff will be with this update for sorcerer ;/ any good idea on what to farm ? burning spellweave ?
Father_X_Zombie wrote: »I really don't believe it, why curse??? Ive heard more people complain about mages fury! Did you make a special effort to kill duel wield Sorcs? You took away Dawnbreaker twice, inevitable det, trapping webs, buffed the destro staff and overall nerfed Sorcs to pretty much pigeonhole us into destro staffs. All duel wield Sorcs have for burst is curse and frags but now you took that. Wtf is the reasoning behind this nerf!? Nobody asked for it, its not needed and its not wanted, revert it.
RinaldoGandolphi wrote: »Magic Sorc probably got a buff in PVE with Haunting Curse and the Lighting Staff changes, in PVP however they got nothing, and i'd argue they fell behind the other classes.
The desto staff changes and skill line changes are OK, and will indirectly help magic sorc, but their class lines got no changes or buffs at all, where as Templar, DK, and Nightblade all got sigificant changes/buffs. I play Templar mostly nowadays so its not a big deal to me.
Sorc will be good in PVE, and its now my dedicated pve toon
f047ys3v3n wrote: »That new duration on curse looks juicy. 8 wall, 8.5 curse, 10 LL are pretty good timings. They are long enough for a backbar of the DOTS and close enough to each other that each rotation will be able to be run the same with little or no loss. It should also leave enough room on front bar for bound armaments, magelight, and shield for a lot of passive dps increase and survivability. It also has half the bar changes per rotation of my current sorc build which will be a big dps pick up just from less swapping let alone more crystal fragging. It is much better than my current NB which will be 8 cripple,8 wall, 8 relentless (you can choose duration and is raid redudent), 11.5 twisting after the update. What are you supposed to do with that?
I'll probably run the sorc with:
bound, frags, forcepulse, magelight, sheild with moondancer stave front
wall, curse, liquid lightning, critsurge, bound with vMA stave on back bar
Tell me that doesn't look like an amazing, clean, rotation. You could also swap the bound for mages wrath and storm, mages wrath and rune, or even volatile familiar both bars. I'm not sure exactly which will be better but the rotation looks very clean and with a lot of utility either way. Timings are everything and the duration changes on the sorc timings look to make it very clean while already having probably the best single target / aoe cleave dps out there and the best proc rate on llambris / BSW which is the best ranged gear. It will be very fun to play with such a clean rotation and such good survivability.
Very nice indeed and certainly still huge in PVP as well as the curse, wrath, frags combination has always been the best burst damage in the game and burst is PVP. Also, I think magic will be better than stam in PVP as well after the update as the spinning blades zergs are not going to survive AOE cap changes and lots of ranged AOE's. Tossing LL, fire ring, destro ulti, and mages wrath into a blade zerg while wearing vicious death, sign me up.
Why are you discussing so much about stuff that is not gonna happen on this pts cycle, instead of things that might change now?
Like, ehem, second proc at 8.5s from cast and not 12s
uhh... Ok so there have been lotsa posts about 8.5s v 12s already this week since the issue got ferretted out and what do you think us repeating those points again will accomplish?
is there some secret new info about 8.5 v 12 that has changed since yesterday?
or have the rules of mathematics been altered since the oath was taken in DC?
if not then are we still at:
First boom at 3.5s.
Second boom seems to be at 12 which matches one post but mismatches another and some think that BOOST to the power many said was fine without it at all is BAD and some think its fine and some think its Op... just like yesterday?
is there really that much more that needs to be said when:
The original 6-12 nerf to burst boost to sustain got lotsa "it was fine as is".
They reverted it back and ADDED the second tick making it as good for burst or better for some sustain but the player can choose in play whether to recast or wait the second tick. plenty were "hey its ok now again better ok"
So now that it might be 12s or 8.5s added boom there needs to be lotsa posts and discussion about the degree to which the "was Ok before" skill gets some optional sustain added at maybe 8.5 but maybe 12?
Really?
Reverting to 3.5 was big and key and important. it deserved discussion and got plenty of thanks.
Whether the double whammy they added was an 8.5s or a 12s second hit option, seriously, is not a big deal. It wont matter much for burst cuz it wont be used and for sustain its small difference.
nobody will lose sleep over 8.5 v 12 second whammy.
Now, if they gave the double whammy to Daedric Prey, thats a significant change and so far no indication thats happening which prolly means you dont want that discussed here either. (Should also get "pet magnet" added to Dp but that also not seen in PTS so off limits i guess?)
RinaldoGandolphi wrote: »Magic Sorc probably got a buff in PVE with Haunting Curse and the Lighting Staff changes, in PVP however they got nothing, and i'd argue they fell behind the other classes.
The desto staff changes and skill line changes are OK, and will indirectly help magic sorc, but their class lines got no changes or buffs at all, where as Templar, DK, and Nightblade all got sigificant changes/buffs. I play Templar mostly nowadays so its not a big deal to me.
Sorc will be good in PVE, and its now my dedicated pve toon
It goes off 8.5 after 3.5, or at 12. Test.f047ys3v3n wrote: »That new duration on curse looks juicy. 8 wall, 8.5 curse, 10 LL are pretty good timings.
Ghostextechnica wrote: »Question: in PVE most magsorc's currently use fire blockade as part of our rotation, however, with the buff to AOE damage when using lightning staffs.. will it now be more dps to put elemental blockade on our AOE bar and use lightning blockade instead?
On that note, I am a bit ungrateful regarding destro passives. Physical weapons simply grant more punch, but staves gotta be tailored towards battlefield situation.
Granted, the buff is welcome, but it makes builds and rotations more difficult. Exact the opposite of ZOS' new concept. Kinda reminds me of how destructive clench got its properties spread across the staves back then - almost no one's used it ever after.
But it could be way less of an inconvenience than I think. We'll see.
As someone that's only been playing a few months, these changes look like 100% annoyance with no upside to me at all.
VC is pretty central to how I've been playing. I babe no idea what to echo think about replacing it with.
Why do so many sorc abilities suck? Why is there not one single decent spammable attack as a class ability?
Bah.
As someone that's only been playing a few months, these changes look like 100% annoyance with no upside to me at all.
VC is pretty central to how I've been playing. I babe no idea what to echo think about replacing it with.
Why do so many sorc abilities suck? Why is there not one single decent spammable attack as a class ability?
Bah.
cpuScientist wrote: »Yes that Templar radiant buff and shard auto stun are huuuge buffs. And OMG that Nightblade reduced cost on their spammable so much easier to sustain.
DK got a heal really is all.
Sorcs will continue to be fine and now our spammable which really only sorcs use in PvP cannot be reflected. We are fine as wine in the summertime. Stam sorcs got a but if the shaft though 33% nerf on hurricane WTF.
1. ~4% more from Purifyaing Light is hardly an super strong buff for pve, it was changed only for PvP where it indeed nice fix.RinaldoGandolphi wrote: »cpuScientist wrote: »Yes that Templar radiant buff and shard auto stun are huuuge buffs. And OMG that Nightblade reduced cost on their spammable so much easier to sustain.
DK got a heal really is all.
Sorcs will continue to be fine and now our spammable which really only sorcs use in PvP cannot be reflected. We are fine as wine in the summertime. Stam sorcs got a but if the shaft though 33% nerf on hurricane WTF.
The Radiant change really does not change things for me, Radiant will still kill at 25% health where I use it. the Buff to Purifying Light will be awesome, and my Templar uses s Destro staff so I get those benefits too. Being able to cast Total Dark on unlimited amount of targets gives it situational utility.
Luminious Shards was always better for PVP due to its stun being a Disoreint that ignores block.
With Black Rose and other sets now having Jewels Templars got buffed even more.
premise was to try and get to "nothing is best everywhere and everything is best somewhere" balance between the options. So "my best magsorc" build might be very different for city of ash than for fungal grotto or for the three boss fight than for the rat swarm summoner boss fight.
KramUzibra wrote: »KramUzibra wrote: »KramUzibra wrote: »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.
I'm aware of the proc chance, I run a medium armor dk so I get bursted down within that threshold that's procs implosion very often and have been killed by extremely high proced implosions. I will say this it happens far more frequent with stam sorcs. Usually with other classes I have an opportunity to roll dodge vigor rally I cant do that when the sorcs can passively execute me. Mind you it's an execute that you can not see thus 0 counter play. Again damage like that should be applied thru player intervention not freely given.
its 6% chance when you take damage at 15% health or less. if we assume 30k health thats 4500 health - proc dead so what?
My bet is the passive pen from light armor or the various medium armor passives have contributed more to your death than this 6% last legs kill proc does - heck the minor sorcery passive likely has.
just because it appears on your recap doesn't mean its why you died... many things more likely critical to your death dont show on recaps as separate items.
matter of fact, CCs are likely responsible for far more deaths if you really get down to it than implosion procs ever have and CC dont show on recaps damage lists at all.
but if you are spending enough time at <15% health that you are this animated about a 6% chance... my bet is really implosion is way way down on the list of things you should be focusing on.
Just because the last 15% of a fall passes by more quickly than the previous parts... doesn't mean that last 155 is what killed you or is responsible for your death.
I'm ok with buffs and debuffs contributing to my death as long as what kills me is a direct response to a players command. Why argu so hard on keeping a passive that supposably doesn't matter. Why not grant sorcs increase spell pen while I'm in that threshold at least in that case your character wouldn't passively finish your target or you.
for the record, i really could care less about implosion as a sorc. i hardly ever notice it.
Replace Implosion with OVERTIME and i would do a happy dance.
OVERTIME: An active toggled power can last fully active for 3s/6s after you swap to a bar where the toggle is not slotted. if you swap back to a bar where it is slotted before the overtime period elapses the toggled power continues without fail. if you dont swap back in time, the toggle power shuts down as normal.
but let me get this straight...
- You drop to 15% health
- The sorc hits you with a light attack.
- Liquid lightning tics.
- Implosions procs you die
- You are not ok with that.
On the other hand...
- You drop to 15% health
- The sorc hits you with a light attack
- implosion procs
- Liquid lightning tics and you die
- You are ok with that.
Do i have that right?
Umm no I'm not ok with implosion ever. I'm not ok with free no skill damage ie proc sets. Essentially implosion is like vipers, it's free damage and requires no skill to achieve it just happens.
1. ~4% more from Purifyaing Light is hardly an super strong buff for pve, it was changed only for PvP where it indeed nice fix.RinaldoGandolphi wrote: »cpuScientist wrote: »Yes that Templar radiant buff and shard auto stun are huuuge buffs. And OMG that Nightblade reduced cost on their spammable so much easier to sustain.
DK got a heal really is all.
Sorcs will continue to be fine and now our spammable which really only sorcs use in PvP cannot be reflected. We are fine as wine in the summertime. Stam sorcs got a but if the shaft though 33% nerf on hurricane WTF.
The Radiant change really does not change things for me, Radiant will still kill at 25% health where I use it. the Buff to Purifying Light will be awesome, and my Templar uses s Destro staff so I get those benefits too. Being able to cast Total Dark on unlimited amount of targets gives it situational utility.
Luminious Shards was always better for PVP due to its stun being a Disoreint that ignores block.
With Black Rose and other sets now having Jewels Templars got buffed even more.
2. Total Dark now unlimited is nice but now it reflect even less skills than it could before, since beams unreflectable now, and in pve it still useless, given that it cost same as BoL...
3. Luminous was literally never better in PvP and if nothing will be changed noone in pvp will use this morph for simple reason that it not apply CC:4. Black Rose literally used by everyone already and adding jewels and weapons won't change things much in pvp.
So, beside Purifying Light revamp for pvp, I don't see super strong buffs, while removed stun from Blazing Spear while Luminous CC not working will be noticable nerf. Radiant Aura also nice but choosing it means not be able to use Repentance, forced to choose either one or another of strong morphs, so it will just increase of builds' diversity. Templar will be mostly affected by side changes like frost tanking, but that is not particular class-related things.
Chilla_Deluxe wrote: »KramUzibra wrote: »KramUzibra wrote: »KramUzibra wrote: »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.
I'm aware of the proc chance, I run a medium armor dk so I get bursted down within that threshold that's procs implosion very often and have been killed by extremely high proced implosions. I will say this it happens far more frequent with stam sorcs. Usually with other classes I have an opportunity to roll dodge vigor rally I cant do that when the sorcs can passively execute me. Mind you it's an execute that you can not see thus 0 counter play. Again damage like that should be applied thru player intervention not freely given.
its 6% chance when you take damage at 15% health or less. if we assume 30k health thats 4500 health - proc dead so what?
My bet is the passive pen from light armor or the various medium armor passives have contributed more to your death than this 6% last legs kill proc does - heck the minor sorcery passive likely has.
just because it appears on your recap doesn't mean its why you died... many things more likely critical to your death dont show on recaps as separate items.
matter of fact, CCs are likely responsible for far more deaths if you really get down to it than implosion procs ever have and CC dont show on recaps damage lists at all.
but if you are spending enough time at <15% health that you are this animated about a 6% chance... my bet is really implosion is way way down on the list of things you should be focusing on.
Just because the last 15% of a fall passes by more quickly than the previous parts... doesn't mean that last 155 is what killed you or is responsible for your death.
I'm ok with buffs and debuffs contributing to my death as long as what kills me is a direct response to a players command. Why argu so hard on keeping a passive that supposably doesn't matter. Why not grant sorcs increase spell pen while I'm in that threshold at least in that case your character wouldn't passively finish your target or you.
for the record, i really could care less about implosion as a sorc. i hardly ever notice it.
Replace Implosion with OVERTIME and i would do a happy dance.
OVERTIME: An active toggled power can last fully active for 3s/6s after you swap to a bar where the toggle is not slotted. if you swap back to a bar where it is slotted before the overtime period elapses the toggled power continues without fail. if you dont swap back in time, the toggle power shuts down as normal.
but let me get this straight...
- You drop to 15% health
- The sorc hits you with a light attack.
- Liquid lightning tics.
- Implosions procs you die
- You are not ok with that.
On the other hand...
- You drop to 15% health
- The sorc hits you with a light attack
- implosion procs
- Liquid lightning tics and you die
- You are ok with that.
Do i have that right?
Umm no I'm not ok with implosion ever. I'm not ok with free no skill damage ie proc sets. Essentially implosion is like vipers, it's free damage and requires no skill to achieve it just happens.
Nah its nowhere near vipers, what are the chances your enemys gonna be on 15% (most players will recover almost instantly) enough so the 6% chance procs. With that being said under 15% health on an average 25k hp target is around 4k health (estimate) which 1 execute at that hp would finish you off anyway. So why whine over a skill that will be responsible for your death 6% of the 94% of the time? If the 6% does proc.
As someone that's only been playing a few months, these changes look like 100% annoyance with no upside to me at all.
VC is pretty central to how I've been playing. I babe no idea what to echo think about replacing it with.
Why do so many sorc abilities suck? Why is there not one single decent spammable attack as a class ability?
Bah.
I am! o/ Anyway, at a guess, I think Chila is just protesting your analysis of the skill (correct me if I'm wrong). It actually might be a -decent- passive...punishing players for remaining below 15% hp long enough for it to proc (though again, if you get that low and your opponent doesn't smash you with an execute...I dunno.) Also keep in mind that the 'far too much dmg' bit - likely a massive chunk of that damage is overkill. Not only does something have to hit you while you're below 15% hp - which is going to do some amount of damage - but THEN implosion procs. Refer to Chila's math, then apply implosion proc, then figure out how much of the implosion proc damage was wasted.If it's such a low proc and doesn't matter why are you not advocating for a more useful utility change?