So leeching strikes has a duration of 20s, so when you kinda need better sustain you have to wait 20s for this to give back resources, since you also reduced the resource you get per light/heavy atk? How is this good in any way....I fail to see it.
For the record, based on the fuzzy combat log, I see the following (form of time, # of casts):Fast forward the video please, you'll notice at least a couple more instances where he spams it 3 times, than does a couple of combos and then he does it again twice in a row.
Of course if you just look at the whole battle he may have used it 16 times in 127 seconds...that's because in the remaining 111 seconds he's dealing a *** ton of damage. Again, compaired to how other classes utilities work for resource management this is overperforming at the very least.
All good. With the root, the healing won't happen again until the spell expires, for what it's worth, so it's not like it can be used as a spammable heal.I'm sorry about the misinformation I gave regarding Blood Magic.
My bad, I didn't remember it correctly as Sorcs are not my main class.
Still, a stamsorc can regain 4% of his max health while rooting you.
While negating you. And, since I don't use the skill, does Defensive Rune proc Blood Magic?
Yes it does two things. It's one of the defining skills for Sorc and again, is the closest thing to a class heal they have.But yes, the healing is cut in half. That means 4k healing. 4. k. No other class utility gives you that amount of resources and health back while using your off-pool.
I play all the classes, I play all the roles. What I'm pointing out is that some of the difficulties discussed aren't strictly for stamsorc, but stam anything. I'm not saying that some skills don't need to be adjusted. I am saying that it's usually not the extreme that it's made out to be on average. I think people tend to focus on the exceptions more than the rule. (Fegnrush vs everyone else, in this case.)It's preposterous seeing always this kind of tone in sorc players' replies, as if they're the only players knowing how to handle the game when the vast majority of them have never consistely played another class. Like Ever.
I will try to forget you even suggest the idea of using cost increase poisons because if the only way to stop a stamsorc is using a broken, dirty, undesired by most players trick, then there is something wrong with the class balance.
You don't hear people saying "you need cost increase poisons to stop a nightblade/templar/Dk", do you? You can simply stop them by using counters you have in your class skills...in your weapons skills tree...even in your racial skills tree.
But with a sorc? Bash or interrupt if it's possible otherwise go on and use a broken dynamic.
LiquidPony wrote: »Leeching Strikes still sucks. A lot. In fact, it might suck more with this "buff" than it did in v3.0.1.
v3.0.2 was barely worth downloading. I'll wait to see if there's anything substantive in v3.0.3 before providing any more detailed feedback.
LonePirate wrote: »I would love to see a video of a ZOS developer playing a Magicka DK in Cyrodiil or battlegrounds. I'm not convinced such a thing exists. The class is now completely impotent in PVP scenarios as the wolves in Cyrodiil are greater threats than a Magicka DK.
scipionumatia wrote: »LonePirate wrote: »I would love to see a video of a ZOS developer playing a Magicka DK in Cyrodiil or battlegrounds. I'm not convinced such a thing exists. The class is now completely impotent in PVP scenarios as the wolves in Cyrodiil are greater threats than a Magicka DK.
I'm pretty sure they all play sorc.
anyway, to be fair tho mag dk does have some advantages such as many snares and cc abilities and pretty much all of their attacks are flame based which really decimates untanky vampires (which a sizeable population of pvpers are vampires). while on the flame damage topic they also have 66% more damage to flame/poison DoT attacks (flame destro ulti). get smacked by that its GG if your getting fossilized and talons every second haha
I'm not saying mag dk is amazing, their sustain is trash and they do have their shortcomings and to be on par with other classes they do need some significant buffs
DisgracefulMind wrote: »How does one exploit Repentance, wat?
The change is awful and needs to be reverted. It's not a "free cast" like Gina seems to think it is. You spend resources to get this "FREE CAST" off of a corpse.
Well, I didn't express myself correctly.
Let's put it this way, coordinated groups that are farming resources in PvP take advantage of this once they've killed noobs and lower levels to let their tanks keep permablocking.
Maybe exploiting is not the right word, that's why I also added that this annoying dynamic was more a L2P issue rather than a real exploit.
I also said that it's a bad change, maybe it should be slightly reviewed but it shouldn't go live like this.
Of all the things I would have thought of that smaller groups can be "accused" of when "farming" - Repentance "abusing and exploiting" would have literally been the last thing.
Amazing...the things people would come up with these days...
DisgracefulMind wrote: »
Radiograph wrote: »@ZOS_GinaBruno Who's smoking rock at Zos? What are we doing after 30 seconds of combat when our resources are gone? Heavy attacks? Granting us 1 ability every 3 seconds?
lordrichter wrote: »Radiograph wrote: »@ZOS_GinaBruno Who's smoking rock at Zos? What are we doing after 30 seconds of combat when our resources are gone? Heavy attacks? Granting us 1 ability every 3 seconds?
While ZOS does need to do some adjustments, and hopefully we can see some of this in the PTS patch next week, I think that folding heavy attacks into a PVE rotation is a sign of a player problem, not a ZOS problem. This is not about resources, it is about mitigating changes in DPS across patches.
I think that most players in this game are having no problems generating the DPS they need in order to complete the content they are doing. We all know that delves are easy, but even new characters can generate the DPS they need to solo a delve. Level 50 High CP characters sneeze enough DPS to solo a delve. I suggest that a very large majority of players can muster up an amount of DPS well above what they need.
Players need a different perspective. At the price of lower DPS, there needs to be more focus on resource management and survivability, and this is going to require a different way of thinking. The good news is that the players that did not ZIP through the lower levels of the game and to start end-game really fast already learned what they need.
Don't spam abilities. Use animation canceling (weaving) with restraint. Worry less about the rotation and timing and more about situational tactics that will allow you to use fewer resources, and take less damage, while still taking down the enemy. Stay alive. You only need enough DPS in this game to kill them before they kill you.
So, problems with that. People like to play easy-mode god characters. People want to be James T Kirk, rushing in where angels fear to tread, without dying. It is powerful. It is heroic. It is fun. It makes challenging situations a whole lot easier. And, for some players, it is not going to be as easy to do with this update. DPS could be lower. TTK could be higher. Fun could be impacted. Player skill needs to be better.
Which brings me to my next problem. Player skill may need to be better. Harder content means more skill required. People who are at what I have referred to as their level of incompetence really have nowhere to go. They cannot become more skilled. They have to either drop back to content that they have the skills to handle, drop out of the game, or resign themselves to doing the best they can when that may not be good enough. ZOS needs to take a close look at this, not that they are unaware of it. Whenever they make the game harder, this has to be a concern.
And that brings me to a problem that only ZOS can fix. If the answer to being able to access end game content in this update is dropping DPS and increasing survivability and resource management, then anywhere that there is a DPS check, ZOS needs to step in and fix it. This bar needs to remain where it is, relative to the players.
mainarhont wrote: »
lordrichter wrote: »Radiograph wrote: »@ZOS_GinaBruno Who's smoking rock at Zos? What are we doing after 30 seconds of combat when our resources are gone? Heavy attacks? Granting us 1 ability every 3 seconds?
While ZOS does need to do some adjustments, and hopefully we can see some of this in the PTS patch next week, I think that folding heavy attacks into a PVE rotation is a sign of a player problem, not a ZOS problem. This is not about resources, it is about mitigating changes in DPS across patches.
I think that most players in this game are having no problems generating the DPS they need in order to complete the content they are doing. We all know that delves are easy, but even new characters can generate the DPS they need to solo a delve. Level 50 High CP characters sneeze enough DPS to solo a delve. I suggest that a very large majority of players can muster up an amount of DPS well above what they need.
Players need a different perspective. At the price of lower DPS, there needs to be more focus on resource management and survivability, and this is going to require a different way of thinking. The good news is that the players that did not ZIP through the lower levels of the game and to start end-game really fast already learned what they need.
Don't spam abilities. Use animation canceling (weaving) with restraint. Worry less about the rotation and timing and more about situational tactics that will allow you to use fewer resources, and take less damage, while still taking down the enemy. Stay alive. You only need enough DPS in this game to kill them before they kill you.
So, problems with that. People like to play easy-mode god characters. People want to be James T Kirk, rushing in where angels fear to tread, without dying. It is powerful. It is heroic. It is fun. It makes challenging situations a whole lot easier. And, for some players, it is not going to be as easy to do with this update. DPS could be lower. TTK could be higher. Fun could be impacted. Player skill needs to be better.
Which brings me to my next problem. Player skill may need to be better. Harder content means more skill required. People who are at what I have referred to as their level of incompetence really have nowhere to go. They cannot become more skilled. They have to either drop back to content that they have the skills to handle, drop out of the game, or resign themselves to doing the best they can when that may not be good enough. ZOS needs to take a close look at this, not that they are unaware of it. Whenever they make the game harder, this has to be a concern.
And that brings me to a problem that only ZOS can fix. If the answer to being able to access end game content in this update is dropping DPS and increasing survivability and resource management, then anywhere that there is a DPS check, ZOS needs to step in and fix it. This bar needs to remain where it is, relative to the players.
Joy_Division wrote: »lordrichter wrote: »Radiograph wrote: »@ZOS_GinaBruno Who's smoking rock at Zos? What are we doing after 30 seconds of combat when our resources are gone? Heavy attacks? Granting us 1 ability every 3 seconds?
While ZOS does need to do some adjustments, and hopefully we can see some of this in the PTS patch next week, I think that folding heavy attacks into a PVE rotation is a sign of a player problem, not a ZOS problem. This is not about resources, it is about mitigating changes in DPS across patches.
I think that most players in this game are having no problems generating the DPS they need in order to complete the content they are doing. We all know that delves are easy, but even new characters can generate the DPS they need to solo a delve. Level 50 High CP characters sneeze enough DPS to solo a delve. I suggest that a very large majority of players can muster up an amount of DPS well above what they need.
Players need a different perspective. At the price of lower DPS, there needs to be more focus on resource management and survivability, and this is going to require a different way of thinking. The good news is that the players that did not ZIP through the lower levels of the game and to start end-game really fast already learned what they need.
Don't spam abilities. Use animation canceling (weaving) with restraint. Worry less about the rotation and timing and more about situational tactics that will allow you to use fewer resources, and take less damage, while still taking down the enemy. Stay alive. You only need enough DPS in this game to kill them before they kill you.
So, problems with that. People like to play easy-mode god characters. People want to be James T Kirk, rushing in where angels fear to tread, without dying. It is powerful. It is heroic. It is fun. It makes challenging situations a whole lot easier. And, for some players, it is not going to be as easy to do with this update. DPS could be lower. TTK could be higher. Fun could be impacted. Player skill needs to be better.
Which brings me to my next problem. Player skill may need to be better. Harder content means more skill required. People who are at what I have referred to as their level of incompetence really have nowhere to go. They cannot become more skilled. They have to either drop back to content that they have the skills to handle, drop out of the game, or resign themselves to doing the best they can when that may not be good enough. ZOS needs to take a close look at this, not that they are unaware of it. Whenever they make the game harder, this has to be a concern.
And that brings me to a problem that only ZOS can fix. If the answer to being able to access end game content in this update is dropping DPS and increasing survivability and resource management, then anywhere that there is a DPS check, ZOS needs to step in and fix it. This bar needs to remain where it is, relative to the players.
What have you done on the PTS to be so confident?
I have done vMA 5 times and I can already tell that how you think players will adjust probably wont happen. If you "adjust" by lowering your DPS, then you will get overwhelmed by adds and you wont have the resources to mitigate and heal that damage. Your advice will get players killed. That means players must maximize their tiny resource pool to burn stuff down.
There is no "may" about it. Players are going to have to "git gud." And I got news for all the "just adapt" advocates out there. It's not just vMA. Think real hard about the Fire Maw boss in City of Ash 2: players are *not* going to be able to do this in any way but to burn down that boss because healing while killing all the adds is not going to be possible next patch. This is a daily, not end-game content.
When this patch hits, ZoS is going to get a flood of comments about how players can't complete basic content and it won't be their fault because ZoS radically changed the game. Players are going to learn damage > sustain and ZoS is going to nerf these delves and dailies even more, which will ultimately result in them being relatively easier than they are now.
This is a terrible direction to take the game. You might think people who believe as I do are shills, chicken-little, or a "vocal minority," but Morrowind is going to come as a rude surprise.
Joy_Division wrote: »This is a terrible direction to take the game. You might think people who believe as I do are shills, chicken-little, or a "vocal minority," but Morrowind is going to come as a rude surprise.
The thing is - if you have to adjust content because you made sustain changes, then what's the point of the sustain changes in the first place?
WuffyCerulei wrote: »And stamina builds just don't need nerfs at all. Magicka is king in PvE and PvP, so nerfing magicka is fine. However, stamina needs more love and buffing.