daveywavey wrote: »*sigh* Ok, I'll bite the bait..
What does it matter what a Battlemage and a Spellsword were? They aren't Sorcerers, so that (almost-)point is worthless and off-topic in a Sorcerer thread. Please stay on-topic.
The concept of Classes in TES4 and 5 was lost along the way, so any reference to them seems unproductive.
As you say, magic-users in TES: Morrowind were encouraged to use Heavy Armour as extra protection for if an enemy did get up close, while the Stamina Users could use their better agility and movement to help keep out of the way. Divayth Fyr, for example, is a classic example of a Heavy Armoured magic-user from TES:3; a Heavy Armoured magic-user who, guess what, USES MAGIC!!! Weaker weapons like Short Blade were added purely because we had no Magicka Regeneration in TES:3. Once your Magicka was gone, you were down to bare basics. Also, the Sorcerer Class in TES:3 had the Bound Dagger spell, and so needed the Short Blade skill for that.
Since you like copied descriptions, here's the actual Sorcerer description for you:
Sorcerer
In-game Description: Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos.Specialization: MagicAttributes: Intelligence, Endurance
And here's the Encyclopaedia Britannica's description of Sorcery. Note that it doesn't mention Stamina anywhere:
Sorcery, the practice of malevolent magic, derived from casting lots as a means of divining the future in the ancient Mediterranean world. Some scholars distinguish sorcery from witchcraft by noting that it is learned rather than intrinsic. Other scholars, noting that modern witches claim to learn their craft, suggest that sorcery’s intent is always evil and that of witchcraft can be either good or bad. In the early Christian era, the term was applied to any magician or wizard but by the Middle Ages only to those who allegedly practiced magic intended to harm others. In Western popular culture, and in Western children’s literature in particular, the sorcerer often assumes a more positive guise.
Perhaps you'd like to check your facts before you troll other people's posts with drivel. Your "research" skills could do with some work.
ZOS_GinaBruno wrote: »The purpose of this thread is to give you a place to post your current top two pain points with the Sorcerer. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
gnarlyvandal wrote: »1) Sorcerer pets are the ugliest things in this game (excluding the atronach). So much so that I HATE using them yet feel like I need to for the dps. Why so much effort for the warden bear but giving the Sorc pets design job to a 5 year old....
2) Where are the rest of the schools of magic?
(Edit: Real (2) Actually would rather a way to heal the Sorc without having to slot inner light and surge, all the other classes have a single slot ability. NB’s even help with their magicka sustain (siphoning strikes))
Pretty happy with how the rest of the Sorc kit is performing tbh. Number one would have been a new spammable but you guys gave us that in the psijic skill line
HallowedUndead wrote: »gnarlyvandal wrote: »1) Sorcerer pets are the ugliest things in this game (excluding the atronach). So much so that I HATE using them yet feel like I need to for the dps. Why so much effort for the warden bear but giving the Sorc pets design job to a 5 year old....
2) Where are the rest of the schools of magic?
(Edit: Real (2) Actually would rather a way to heal the Sorc without having to slot inner light and surge, all the other classes have a single slot ability. NB’s even help with their magicka sustain (siphoning strikes))
Pretty happy with how the rest of the Sorc kit is performing tbh. Number one would have been a new spammable but you guys gave us that in the psijic skill line
IK this is a thread for posting complaints, but the pets are literally demons, not meant to be pleasant to the eye.
But for complaints, i also hate how pets aggro when you didn't personally attack.
Also hate the lack of a strong passive or skill to restore resources
Priyasekarssk wrote: »ZOS_GinaBruno wrote: »The purpose of this thread is to give you a place to post your current top two pain points with the Sorcerer. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
Kindle please close this thread permanently. It doesnt serve any purpose and only waste everyone time.
xandervalo wrote: »Snare Removal Ability, perhaps implement it into a bolt escape morph. Ball of light maybe since its more defensive rather than offensive like Streak.
It is very annoying to have to rely on crystal frag proc to kill an enemy or do enough damage to put them in execute range, might be a problem only i have but I do wish i could more reliably kill enemies rather than rely on constant kitting them. Perhaps increase Endless Fury skill damage so it could be used as a decent damage skill rather than mainly an execute. or maybe change curse from detonating twice to detonating once but at have the time frame like maybe 2.5 sec rather than 6.0sec and boom i can place curse again this would help against cloaking night blade spammers since theyre cloak time is around that.
Cost of break free wrecks me as well this is my usual cause of a death lack of snare removal and high cost of break free and roll dodge i can roll 2-3 times and break free twice maybe
Streak/Ball of light should not be as punishing to use how come NBs can cloak endlessly no penalty? it should not be this way imo I constantly get sniped>poision arrow> and end capped from stealth i see the enemy maybe once thats not a battle at all and they receive no punishment to re stealth constantly so they can attempt this on me again until successful. This is often when i find myself using streak and placing curse keeping distance until i can soul shatter them.
Biggest issue I find is an awkwardly crammed bar of skills i feel i need one more slot at least I always find myself missing something that i can not slot. ): I wish we had six slots rather than only 5 somethings are only on there for a passive effect.
Chilly-McFreeze wrote: »
"I'll bite" says the guy that proposed to get rid of stam class skills.
I wanna update this thread with my new two pain points.
1. Streak
This is now the needed CC skill. After shields got tweaked to consider resistances, many run Boundless Storm to save the monster set slot. Monster sets are important, and donning Mighty Chudan for the resists is a very big sacrifice. We shouldn't be forced into using only Chudan. This means that Boundless takes our last flex spot.
Since Reach is quite avoidable, Streak has to fulfill the role of a good CC. It is undodgable, which is important and good. But it can't deal with block. Rune Cage used to do that. It doesn't anymore. Cage does not combo with Meteor anymore, and that is still the most important ultimate. Even if Cage was to be made comboable again - as I just explained, the skill slot is reserved for Boundless. Cage is useless now.
I suggest Streak CC becoming unblockable.
This would help with setting up combos against blockers. It would help Meteor. And as it is an essential skill, it solves the barspace problem. You still have to get close and aim, so there is counterplay.
Note I want the ->CC<- to be unblockable, not the danage. Undodgable, unblockable half-spammable damage could be a bad thing. So I would like Streak's damage to remain blockable, but the CC not. If that is not technically possible, you could re-integrate the initial AoE explosion that Bolt Escape and Ball of Lightning have, and have that be unblockable, while the rest, the cone move, remains unchanged.
Also, for consoles only, Streak needs to become more fluid. Turning 180 degree after the animation takes too long. A higher maximum look sensitivity would help tremendously.
PhoenixGrey wrote: »I wanna update this thread with my new two pain points.
1. Streak
This is now the needed CC skill. After shields got tweaked to consider resistances, many run Boundless Storm to save the monster set slot. Monster sets are important, and donning Mighty Chudan for the resists is a very big sacrifice. We shouldn't be forced into using only Chudan. This means that Boundless takes our last flex spot.
Since Reach is quite avoidable, Streak has to fulfill the role of a good CC. It is undodgable, which is important and good. But it can't deal with block. Rune Cage used to do that. It doesn't anymore. Cage does not combo with Meteor anymore, and that is still the most important ultimate. Even if Cage was to be made comboable again - as I just explained, the skill slot is reserved for Boundless. Cage is useless now.
I suggest Streak CC becoming unblockable.
This would help with setting up combos against blockers. It would help Meteor. And as it is an essential skill, it solves the barspace problem. You still have to get close and aim, so there is counterplay.
Note I want the ->CC<- to be unblockable, not the danage. Undodgable, unblockable half-spammable damage could be a bad thing. So I would like Streak's damage to remain blockable, but the CC not. If that is not technically possible, you could re-integrate the initial AoE explosion that Bolt Escape and Ball of Lightning have, and have that be unblockable, while the rest, the cone move, remains unchanged.
Also, for consoles only, Streak needs to become more fluid. Turning 180 degree after the animation takes too long. A higher maximum look sensitivity would help tremendously.
I would also recommend reducing the cost increase or removing the stacking cost entirely on streak.
This would solve some sustain related issues with the class in PVP and allow to build for more damage.
PhoenixGrey wrote: »I wanna update this thread with my new two pain points.
1. Streak
This is now the needed CC skill. After shields got tweaked to consider resistances, many run Boundless Storm to save the monster set slot. Monster sets are important, and donning Mighty Chudan for the resists is a very big sacrifice. We shouldn't be forced into using only Chudan. This means that Boundless takes our last flex spot.
Since Reach is quite avoidable, Streak has to fulfill the role of a good CC. It is undodgable, which is important and good. But it can't deal with block. Rune Cage used to do that. It doesn't anymore. Cage does not combo with Meteor anymore, and that is still the most important ultimate. Even if Cage was to be made comboable again - as I just explained, the skill slot is reserved for Boundless. Cage is useless now.
I suggest Streak CC becoming unblockable.
This would help with setting up combos against blockers. It would help Meteor. And as it is an essential skill, it solves the barspace problem. You still have to get close and aim, so there is counterplay.
Note I want the ->CC<- to be unblockable, not the danage. Undodgable, unblockable half-spammable damage could be a bad thing. So I would like Streak's damage to remain blockable, but the CC not. If that is not technically possible, you could re-integrate the initial AoE explosion that Bolt Escape and Ball of Lightning have, and have that be unblockable, while the rest, the cone move, remains unchanged.
Also, for consoles only, Streak needs to become more fluid. Turning 180 degree after the animation takes too long. A higher maximum look sensitivity would help tremendously.
I would also recommend reducing the cost increase or removing the stacking cost entirely on streak.
This would solve some sustain related issues with the class in PVP and allow to build for more damage.
Remove the stacking cost would really help. If removing the stacking cost isn't an option then drop the timer to 2 sec vs 4 sec. That would still would still penalize spamming but would help with repositioning.
Bobby_V_Rockit wrote: »PhoenixGrey wrote: »I wanna update this thread with my new two pain points.
1. Streak
This is now the needed CC skill. After shields got tweaked to consider resistances, many run Boundless Storm to save the monster set slot. Monster sets are important, and donning Mighty Chudan for the resists is a very big sacrifice. We shouldn't be forced into using only Chudan. This means that Boundless takes our last flex spot.
Since Reach is quite avoidable, Streak has to fulfill the role of a good CC. It is undodgable, which is important and good. But it can't deal with block. Rune Cage used to do that. It doesn't anymore. Cage does not combo with Meteor anymore, and that is still the most important ultimate. Even if Cage was to be made comboable again - as I just explained, the skill slot is reserved for Boundless. Cage is useless now.
I suggest Streak CC becoming unblockable.
This would help with setting up combos against blockers. It would help Meteor. And as it is an essential skill, it solves the barspace problem. You still have to get close and aim, so there is counterplay.
Note I want the ->CC<- to be unblockable, not the danage. Undodgable, unblockable half-spammable damage could be a bad thing. So I would like Streak's damage to remain blockable, but the CC not. If that is not technically possible, you could re-integrate the initial AoE explosion that Bolt Escape and Ball of Lightning have, and have that be unblockable, while the rest, the cone move, remains unchanged.
Also, for consoles only, Streak needs to become more fluid. Turning 180 degree after the animation takes too long. A higher maximum look sensitivity would help tremendously.
I would also recommend reducing the cost increase or removing the stacking cost entirely on streak.
This would solve some sustain related issues with the class in PVP and allow to build for more damage.
Remove the stacking cost would really help. If removing the stacking cost isn't an option then drop the timer to 2 sec vs 4 sec. That would still would still penalize spamming but would help with repositioning.
If a nightblade can reenter stealth imediately, I should be able to streak imediately
Thanks for the answer @wills43b14_ESO.
If you set all the in-fighting about pvp, who is a skilled player and who isn't, it boils down to --All classes have an instant shield / heal in their kit but sorcerers will not. It just doesn't make any sense
Frankly, these changes do not seem to be about balance. Because this seems pretty basic. If you asked the general populace who plays a sorcerer on ESO, if they need a immediate shield or heal to play or if they could get by without one, I think the majority are going to want or need one.
In my opinion, these changes will make the sorcerer weak, slow and unfun to play and they only would be doing that if they want to bring on something more attractive (necromancer, anyone?) and to /purchase and play. Perhaps they learned their lesson from the last time when they gutted classes to make the warden attractive. They made the nerfs at the same time they brought the warden out and irked many current players.
It makes more sense then their reasons, right?
I wanted to express my disappointment regarding the recent reveal of a necromancer class waiting in the wings. Back in September, there was a fiery uproar about the proposed nerfs for the sorcerer, many of which became reality. The changes hobbled my three man group and our fun in completing dlc dungeons. We all took a break from the game.
Below is my comment back in September when I was puzzling out the reasoning for the nerfs, some of which I felt were meant to deliberately make the class awkward to play, rather like how the Templar was nerfed pre-Warden.
Is one class is being muddled so the new purchasable class is more attractive? This business practice goes against simple gaming community logic. All classes should be awesome and fun to play. Don't worry, if we gamers like it, we will buy it. Typically when we like a game, we want all the things. We will encourage our gamer friends to come play with us too. But betray us with this mind game crap, destroy the play styles we have spent weeks, months, ... even years perfecting so the new class seems more shiny is a lose lose. Other devs know this, why don't you?Thanks for the answer @wills43b14_ESO.
If you set all the in-fighting about pvp, who is a skilled player and who isn't, it boils down to --All classes have an instant shield / heal in their kit but sorcerers will not. It just doesn't make any sense
Frankly, these changes do not seem to be about balance. Because this seems pretty basic. If you asked the general populace who plays a sorcerer on ESO, if they need a immediate shield or heal to play or if they could get by without one, I think the majority are going to want or need one.
In my opinion, these changes will make the sorcerer weak, slow and unfun to play and they only would be doing that if they want to bring on something more attractive (necromancer, anyone?) and to /purchase and play. Perhaps they learned their lesson from the last time when they gutted classes to make the warden attractive. They made the nerfs at the same time they brought the warden out and irked many current players.
It makes more sense then their reasons, right?
How about we trade the silly summoning tree for useful class skills? Leave the summoning tree to the new necromancers.