Well any class needs dedication, no one is saying it's simple but it doesn't have anything to do with sorc DPS. I can for instance perfect my NB currently as much as I want and yet I will always, no matter what do 10k less damage. I don't understand what kind of point you want to make when you say scamp takes your slots away. So what? It deals a *** ton of damage and even after a huge nerf it will continue to do so. You probably want to say that the hassle of playing a pet build justifies the high damage, which is just garbage.I use to think like you until guild mates "opened my eyes". I main a Templar but have a magic sorc I jump onto occasionally.
All bias aside, the combined DPS from Prey and the Scamp should be slightly under 3x the DPS of wall of elements. This takes into account the fact it requires 3 skill slots to use the combo (5 if you run overload). People keep comparing the DPS of the scamp to other skills in the game (which I was guilty of until getting schooled in guild chat) but it's not.
It's not my main so my figures probably arn't the most accurate but in all my testing liquid lighting was higher than the combined output of scamp + prey and blockade was a little bit below the combined output.
Sure, nerf the scamp but give it a cooldown before the pet becomes unsummoned so that it's not necessary to have it on both bars. There's no other damage ability in the game that requires 3 skill slots, so it makes sense that it's one of the hardest hitting.
And it's not like the scamp is summon and forget like it use to be. To get those high damage parses you need to make sure you have the pulse up 100% and Prey up 100% - so rotation is still important, plus you have to make sure the little buggar doesn't die or you're parse is wrecked.
If anything, I'd be more open to seeing the HP lowered before touching the damage
MotokoKusanagi34 wrote: »Well any class needs dedication, no one is saying it's simple but it doesn't have anything to do with sorc DPS. I can for instance perfect my NB currently as much as I want and yet I will always, no matter what do 10k less damage. I don't understand what kind of point you want to make when you say scamp takes your slots away. So what? It deals a *** ton of damage and even after a huge nerf it will continue to do so. You probably want to say that the hassle of playing a pet build justifies the high damage, which is just garbage.I use to think like you until guild mates "opened my eyes". I main a Templar but have a magic sorc I jump onto occasionally.
All bias aside, the combined DPS from Prey and the Scamp should be slightly under 3x the DPS of wall of elements. This takes into account the fact it requires 3 skill slots to use the combo (5 if you run overload). People keep comparing the DPS of the scamp to other skills in the game (which I was guilty of until getting schooled in guild chat) but it's not.
It's not my main so my figures probably arn't the most accurate but in all my testing liquid lighting was higher than the combined output of scamp + prey and blockade was a little bit below the combined output.
Sure, nerf the scamp but give it a cooldown before the pet becomes unsummoned so that it's not necessary to have it on both bars. There's no other damage ability in the game that requires 3 skill slots, so it makes sense that it's one of the hardest hitting.
And it's not like the scamp is summon and forget like it use to be. To get those high damage parses you need to make sure you have the pulse up 100% and Prey up 100% - so rotation is still important, plus you have to make sure the little buggar doesn't die or you're parse is wrecked.
If anything, I'd be more open to seeing the HP lowered before touching the damage
There are more than enough classes which are harder to play or require special skills slotted at all time... like - why am I even writing this? It doesn't make sense from a balance perspective, it's unfair compared to all other classes, it literally destroys build diversity etc etc. When you're not looking at the greater picture and overall health of the game then you're biased, it's simple as that. Why does it matter to you if the damage gets nerfed and it's still the highest DPS class?
MotokoKusanagi34 wrote: »Well any class needs dedication, no one is saying it's simple but it doesn't have anything to do with sorc DPS. I can for instance perfect my NB currently as much as I want and yet I will always, no matter what do 10k less damage. I don't understand what kind of point you want to make when you say scamp takes your slots away. So what? It deals a *** ton of damage and even after a huge nerf it will continue to do so. You probably want to say that the hassle of playing a pet build justifies the high damage, which is just garbage.I use to think like you until guild mates "opened my eyes". I main a Templar but have a magic sorc I jump onto occasionally.
All bias aside, the combined DPS from Prey and the Scamp should be slightly under 3x the DPS of wall of elements. This takes into account the fact it requires 3 skill slots to use the combo (5 if you run overload). People keep comparing the DPS of the scamp to other skills in the game (which I was guilty of until getting schooled in guild chat) but it's not.
It's not my main so my figures probably arn't the most accurate but in all my testing liquid lighting was higher than the combined output of scamp + prey and blockade was a little bit below the combined output.
Sure, nerf the scamp but give it a cooldown before the pet becomes unsummoned so that it's not necessary to have it on both bars. There's no other damage ability in the game that requires 3 skill slots, so it makes sense that it's one of the hardest hitting.
And it's not like the scamp is summon and forget like it use to be. To get those high damage parses you need to make sure you have the pulse up 100% and Prey up 100% - so rotation is still important, plus you have to make sure the little buggar doesn't die or you're parse is wrecked.
If anything, I'd be more open to seeing the HP lowered before touching the damage
There are more than enough classes which are harder to play or require special skills slotted at all time... like - why am I even writing this? It doesn't make sense from a balance perspective, it's unfair compared to all other classes, it literally destroys build diversity etc etc. When you're not looking at the greater picture and overall health of the game then you're biased, it's simple as that. Why does it matter to you if the damage gets nerfed and it's still the highest DPS class?
Volatile Familiar deals an enormous amount of damage, especially when effortlessly paired with Daedric Prey. Are you aware what kind of numbers that thing is putting out in PvE? It needs certainly needs a nerf.
My hope is that ZOS can balance the Magicka Warden (bringing it up) as well as Magicka Sorcerer (bringing it down) in Morrowind since the rest of the 8 other class specs have generally become much more balanced amongst each other.
As far as I am aware, these two are the outliers. I very much disagree with ZOS's decision to push big changes to these two classes directly onto Live rather than giving it time on PTS to undergo testing. Things could go well, sure. But the more common and believable case is that ZOS will not do a perfect job when this very issue could've been avoided so easily. Console players will also be stuck with whatever has been given to us for awhile, regardless of the changes to Mag Sorc/Mag Warden being good or not.
1. Sure, nerf the scamp but give it a cooldown before the pet becomes unsummoned so that it's not necessary to have it on both bars. There's no other damage ability in the game that requires 3 skill slots, so it makes sense that it's one of the hardest hitting.
2. And it's not like the scamp is summon and forget like it use to be. To get those high damage parses you need to make sure you have the pulse up 100% and Prey up 100% - so rotation is still important, plus you have to make sure the little buggar doesn't die or you're parse is wrecked.
Pet pve builds do about as much damage as any other pve build. Nothing special, and they suck for pvp.
They get no room for any real skills due to the toggles. Pets are notoriously buggy... They have *** controls, basically attack and passive. They don't travel vertically properly, eg: the web drop in selenes. So quite often you lose that dps, or have to recast in the middle of a fight while staying alive...
Ya the one pet does decent damage but all the time buffing it and rotations... The lose of dps with none of the other sorc skills...
There are better dps builds for non pet sorcs.
This is a non-issue.
Dagoth_Rac wrote: »The issue with pet builds are that they require too much micromanagement and hassle to do similar DPS to non-pet builds. If they "balance" pet builds, they will go back to being useless and never used. People were willing to put in the extra work of managing the pet when it was a major DPS advantage. If pet builds become no better or worse than non-pet builds, why bother? Who wants to put up with the general pain in the neck of a pet build if there are other, easier to manage, options that offer similar DPS?
@Lum1on
Actually I do have one, along with a magplar, and a DK, and it's not my main and they don't do the most pve dps in game, not by a margin. Go look at a few youtube vids buddy.
Non pet sorcs pull way better dps. What they're good for is solo content, which is what I use it for.
Clearly if there's someone here that doesn't know what they're talking about, it's you my friend...
MotokoKusanagi34 wrote: »Are you Wroebels secret second account? Worried you're accidentally nerfing your favorite class?
Jokes aside, 25% pet damage reduction translates to roughly ~ 2000 DPS less. That's nothing and we haven't really figured out the next meta yet. The problem is sorcs are OP and pets are OP and it shows. I personally just don't think pets should be your main source of damage in a class which is already heavily dominating the PVE scene either way. Quite frankly I welcome any sorc nerf or buff of other classes so we can enjoy a somewhat balanced player environment. No need for another century of sorc dominance and build homogenization.
Why? It's basically not because of Necropotence (no matter it gives you a huge amount of max. magicka). It's because pets scale from max. magicka only, not spell damage. If you look at the DPSpC (damage-per-second per cost) of the most essential class skills with 40,000 max. magicka it seems fine, but if you jump to 50,000 max. magicka you can see that pet is overpowered. And that's (damage scaling) the problem as far as I can tell.
Non pet sorcs pull way better dps. What they're good for is solo content, which is what I use it for.
Clearly if there's someone here that doesn't know what they're talking about, it's you my friend...
1. My point about the 100% up time is that it's not like you can pull high DPS numbers if you're only getting 70, 60 or 50% up times - given that both have relatively short up times you need to focus on your rotation to get those DPS numbers. It's not just click and forget. Understand this time?
2. To say that it doesn't require an additional skill because you'd run it anyway is just flawed rational - really its just silly talk. Arguments like that allow the pro pet players to say that the scamp alone should do twice the DPS as average skills because they shouldn't have to run prey for the extra damage but are forced to run the scamp on both bars.
3. Scamp + prey should = close to or a little less than Skill A + Skill b + Skill C of the other classes. You seem to believe that the 2 already out perform 3 skills from other classes but I don't.
4. The fact that being are running around with 50K max magicka (which I believe has been nerfed on pts?) creates more problems than simply the "scamp". The reason those people are pulling 7k more DPS than you is because all their skills are hitting for slightly more, not just the scamp.
5. What little has been said on this thread only reinforces it's main point, major nerfs need to be tested on the PTS instead of going straight to live as the chances are ZOS will get it wrong the first time.
Transairion wrote: »Oh right so it's because of the scaling that's been in the game since it launched that made pets OP.... wait what everyone called them trash-tier?
So it was Necropotence... wait wasn't that nerfed from 12% max magicka to 10% max magicka to 4000 magicka flat?
So it's the ability to crit that made them OP... wait that was added in 1.6 and didn't change anything?
Volatile Familiar became a Meta skill after it was bugfixed, previous it's Pulses weren't boosted +55% by Daedric Prey at all. Before that bugfix, pets were still considered "worthless skills" because of all the downsides. For once the DPS provided actually outweighed the negatives of using them, so they became meta.
Pure and simple that is what happened, don't try and swing it any other way.
Sorry if my wording was somewhat "misleading". But I never said that scaling broke it. I said it's the problem. Like I mentioned, if you look at the Volatile familiar's Familiar pulse damage with, for example, 40k magicka and 3k spell damage it's DPS/DPSpC is nowhere near broken. But the fact that usually skills scale from max. magicka and spell damage keeps them somewhat "balanced". And because pets scale only from max. magicka, this makes it too overpowered. If they only nerf the damage it would make pets too weak with "basic setup" and good (as it should be) with Necropotence.
@Lum1on
What's the correct power level then? And how do you determine it? Is it watching parses by top raiders? Or should the power level be determined more towards average players? In the hands of a great player something will always look OP. As I said before, if you look at the 99% of the player base who do not get vMoL HM clears on pad 5 you see that the fabled 50k+ Sorcs are not really as common as we're led to believe.
Transairion wrote: »How can scaling be the problem if said scaling has existed since launch and Necropotence provided more max magicka back then than it does now?
Chilly-McFreeze wrote: »I think the easiest solution would be to go the atronach-way with the familiar. Let the clannfear and the twilight recieve +55% dmg from prey and tone down to the bonus for familiar - at least for the pulse, base dmg doesn't do too much - down to +40% or whatever brings pulse to a reasonable level.
With that the other pets wouldn't be rendered as useless as with changing the scaling for everyone just bc one morph performs too good.
What that reasonable level is, is up for discussion. Not everyone is a 1% elite player, runs with 50k+ max magicka or whatever. And the micromanagement + bar space occupance are issues to count in as well.
While we're add it, I'd like to see the Clannfear get changes too. Either change the physical dmg to something that benefits from magicka sorc's cp distribution or make him scale with max stamina so stam sorcs could use it (even if I doubt they would, yet alone for the lack of shields to keep him alive). But to be honest, I haven't made my homeworks and don't know if and how cp contributes pets.
Scaling became the problem when all the other things you've already mentioned took in place; it's the sum of it all. Pets don't deal too much damage when you're not running Necropotence. They do better than other skills, but it requires more skill to use and it takes one slot from each bar - and I'm fine with. But as soon as you're able to hit that 50k magicka Volatile familiar starts doing too much damage (critical hits, Daedric prey, ... it doesn't matter, because it wasn't a problem with 40k magicka - without Necropotence).
I'll give you this: it's the overall synergy between Prey, Scamp, and Necropotence that's currently OP, though scamp is likely the highest single DPS contributor in a given parse.The fact that being are running around with 50K max magicka (which I believe has been nerfed on pts?) creates more problems than simply the "scamp". The reason those people are pulling 7k more DPS than you is because all their skills are hitting for slightly more, not just the scamp.