Sorcs/destro/racial/etc changes that I would like to see and feedback

Benemime
Benemime
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There's a bunch of little things that are bothering me with destro and sorcs and racial passives right now, so I made a list and I hope that someone up there sees, I feel like I'm praying to the eights since I've already told them (ZOS) several times about some of these issues.


Sorcerer

Dark Magic

Crystal Blast: Decrease the cast time since it performs poorly on both pvp and pve. On pvp if you succeed casting 1 crystal blast, it's a blast of joy, because it's hard as hell and you can't do nothing while casting, idk it just feel like it takes longer than 1 second. On pve, you keep "recasting" it without actually hitting, because mobs often dies first if you are doing a group content (and sometimes when you are solo as well), or maybe you succeed casting and when it hits the target, the mob is already dead and the AoE doesn't hit the other mobs around because it seems like it hitted nothing (that's another thing that would be nice if it was addressed). I wouldn't like to see this skill working like crystal frags (proc) because it's nice having a spammable and not having to be forced to slot force pulse on your bar (after playing for years you start to hate force pulse and its generic animation effect), even tho you can't use light attacks between each crystal blast because consecutively casting is faster, the first cast of crystal blast always takes more time it seems.

Persistence: "After blocking an attack, your next Magicka or Stamina ability costs 15% less." - meh, as magicka sorcerer i would expect having block/bash cost reduction, even if it was just for 2/4%

Daedric Summoning

Summon Volatile Familiar: The description says: "Once summoned, you can activate the familiar's special ability, dealing 509 Shock Damage every 2 seconds for 8 seconds to enemies near him." - Although it hits with shock damage, the pulse animation effect looks like (dark) magic damage, it simply doesn't match! Just give it a animation like Impulse (destro staff skill) that at least is already there in the game. lol (tbh I'm not sure if they've fixed this because I didn't try this pet on Summerset yet, but I used to use it few months ago.)

Haunting Curse: "Curse an enemy with a destructive rune, dealing [2436 / 2462 / 2489 / 2515] Magic Damage to the target and [1121 / 1133 / 1146 / 1158] Magic Damage to all other nearby enemies after 3.5 seconds. The curse will continue to haunt the enemy and explode a second time, dealing [2436 / 2462 / 2489 / 2515] Magic Damage to the target and [1121 / 1133 / 1146 / 1158] Magic Damage to all other nearby enemies after an additional 8.5 seconds." - My 2 cents, the second explosion is a waste of time, it takes a long time to explode dealing the same amount of damage as the first explosion, don't rely on the 2nd explosion if you care about dps, you should just rely on the 2nd explosion if you don't have much magicka to waste, and it maybe be situational useful on pvp - like very situational. IMO, for waiting so long it should at least cause more dmg.

Bound Aegis: This skill is good but I feel like the active effect is passable for magsorcs. I never use it. So I think the morph should also change the active effect to give us something useful for the active counterpart. (I might be wrong tho, is there any magsorcs that use this actively? I just forget that this skill exists and I pop hardened ward instead). By the way, Minor Ward and Minor Resolve are not showing on the character menu that tracks the buffs that are active (at least on xbox).

Rebate (passive): If falls flat even when using a pet build, you wish it could do more.

Expert Summner (passive): I think my opinion about this passive is controversial, but I think it could be a more generic passive, maybe decreasing the % and allowing more builds to use it, not just a pet build.

Storm Calling

Overload: I don't have much to say I just don't like it, casting LA is clunky as hell and Idk what happens but my character gets 1000 times clunkier when I go ult mode, like if it was gagging while trying to do stuff.

Lightning Storm/Boundless Storm: I would like to see less obtrusive effects, the current effects covers the whole armor and it makes you look bland


Destruction Staff

Force Shock and Morphs: I hate this skill. I already played with every build you can imagine after relying on this skill (+light attack between + crystal frags) for so many years. I was with a pet build + heavy attack build before, crystal blast spammable build, several DoT builds, light/heavy attack + DoTs, etc etc. It's quiet fun. I always said that this skill should be a cool one type element hit instead of generic beam with 3 elements, but some players don't agree and complain about proccing sets...

Unstable Wall of Elements: It needs a buff to compete with Elemental Blockade. Maybe the size should be the same.

Weakness to Elements and Morphs: I have OCD, imo this skill animation effects should match the element of the destruction staff instead of having a generic 3 elements effect (same opinion as Force Shock).

Impulse and Morphs: This skill burns your magicka like if it was nothing in a dungeon, and can't do enough dps to justify burning your magicka, you are better off using other AoEs instead and heavy attack.

Penetrating Magic (passive): IMO it should give a flat value of Spell Penetration instead to all of your abilities and LA/HA, so it can be a more well rounded passive, allowing more flexibility with skills.

Ancient Knowledge (passive): Instead of giving a 8% to single target when using a flame staff and 8% to AoE abilities when wearing lightning staff, it should give X% dmg to direct damage when using flame staff and X% dmg increased of DoT when using a lightning staff (pretty much like Master-at-arms and Thaumaturge stars on champion tree). Because there's DoTs that aren't AoE, and a bunch of skills that are more complex than that, some AoEs are counted as direct damage as well, but don't worry, elemental storm still is a DoT lol


Soul Magic

No one talks about this tree, it could be more interesting.

Soul Trap and Morphs: This skill falls flat compared to everything else, and Soul Shatter (the explosion passive of the same tree) doesn't help it because the dmg is so low that feels like a scretch even on mobs. IMO, this skill should increase the radius because 5m is really small and often mobs that are close of the initial target, just not THAT close, doesn't get "trapped" because the radius is really small. This skill shouldn't be just to fill empty soul gems. The radius should be increased to 8m, 3 targets should be trapped by default instead of 2 (if they are inside the radius of the initial target of course), and the dmg should be buffed. Make one morph to be stamina, the stamina morph the caster becomes the "target" (like a bomber), and it traps the soul of unlimited targets that are around him (that means, DoTs for everybody that is around his radius when he casts). The magicka morph should just, idk, increased dmg (on top of the base buff to its dmg for all morphs, because it feels like a scretch right now)

Soul Shatter (passive): My god this passive is SUCH a let down. It does a scretch on mobs, it won't save your ass because it does a little dmg to mobs that they won't even feel, for real (i'm not exaggerating). If mobs don't feel the pain of the explosion, players won't either, it's less than a scretch to players. The only useful thing that I've found for this passive is that it's a warning sign that I'm screwed and I'm about to get rekt so I better do something to prevent that, and that's it, I'd expect more, not a massive dmg, but SOME dmg at least, the way it is it has no dmg at all.


Mages Guild

Entropy and Morphs: IMO instead of healing every 6s, it should be a healing over time, breaking the amount of healing that a 6s thick does into small healing per second.


Undaunted

Mystic Orb: This is the dmg morph of necrotic orb, not the one that heals. This skill does very little dmg and burns a lot of magicka, and it's annoying because it aggros everything that you don't wanna aggro. My fix: The orb when it finds the target it could be circling it, instead of going all the way to oblivion.


Racial Passives

Remove them entirely, losing skill points of course, calm down I'll give a fix for this you won't lose your passives, no one wants to lose buffs. The only racial passive we should have is the inherent racial passive, like the 1% AP bonus gain from breton, 1% gold bonus gain from imperials, and so on, because passives creates an imbalance, a go-to race, lack of freedom. Statiscally, high elves outnumbers every other race. I'm imperial sorc, my passives tells me that I had a heavy training as a warrior. Well, I haven't. I'm a mage, I didn't train to be a warrior.

Instead of the current passives, we should have a tab called "Specialization", between skill and champion tree tab, where we set our specialization and chose what we would like to raise: max magicka or max stamina for base energy resource (pick one), pick one defensive passive (max hp, spell/physical resistance, crit resist?, healing received, and so on), 1 recovery passive (like, magicka recovery, health recovery, decreased cost of stamina or magicka ability passive, and so on), offensive passive (spell/physical dmg, spell/physical crit, spell/phys. penetration, healing done), always picking one from each.

This covers everything, free us from bouding to races that we don't like, and actually would release us to be 100% better.

(i saw another fix for racial passives that was based on chosing the star that we were born under, but that would cause a lot of harm on character creation menu to new players in my opinion.

p.s.: I'm sorry for grammar or mistakes. I'm just really tired by now. Some stuff that I said might from a biased personal taste and opinion (like my distaste for force pulse, or that i find that expert summoner could be less limited), but the majority of them are really not
Edited by Benemime on July 19, 2018 8:21PM
  • Asmael
    Asmael
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    Crystal Blast: Decrease the cast time since it sucks on both pvp and pve. On pvp if you can cast 1 crystal blast, it's a blast of joy, because it's hard as hell and you can't do s*** while casting, idk it just feel like it takes longer than 1 second. On pve, you keep "recasting" it without actually hitting, because mobs often dies first if you are doing a group content (and sometimes when you are solo as well), or maybe you succeed casting and when it hits the target, the mob is already dead and the AoE doesn't hit the other mobs around because it seems like it hitted nothing (that's another thing that would be nice if it was addressed). I wouldn't like to see this skill working like crystal frags (proc) because it's nice having a spammable and not having to be forced to slot force pulse on your bar (after playing for years you start to hate force pulse and its generic animation effect), even tho you can't use light attacks between each crystal blast because consecutively casting is faster, the first cast of crystal blast always takes more time it seems.

    While decreasing the cast time is an option, I still think they could it an instant cast similar to C.Frag, but with different aspects improved.C.Frag already has reduced cost and slightly higher AoE damage. C.Blast already has an AoE and could use another added effect on the proc (small heal per target hit for instance). That way, both retain the possibility of hard casting frags but actually offer an option.

    (And as it was said 3 gazillion times already, nerfing C.Frag won't make C.Blast an attractive morph any day of the week).
    Haunting Curse: "Curse an enemy with a destructive rune, dealing [2436 / 2462 / 2489 / 2515] Magic Damage to the target and [1121 / 1133 / 1146 / 1158] Magic Damage to all other nearby enemies after 3.5 seconds. The curse will continue to haunt the enemy and explode a second time, dealing [2436 / 2462 / 2489 / 2515] Magic Damage to the target and [1121 / 1133 / 1146 / 1158] Magic Damage to all other nearby enemies after an additional 8.5 seconds." - My 2 cents, the second explosion is a waste of time, it takes a long time to explode dealing the same amount of damage as the first explosion, don't rely on the 2nd explosion if you care about dps, you should just rely on the 2nd explosion if you don't have much magicka to waste, and it maybe be situational useful on pvp - like very situational. IMO, for waiting so long it should at least cause more dmg.

    I tend to disagree with increasing the damage on the 2nd explosion, since it already turns Curse into an ability you can backbar or at least allows you to pressure builds who went out of sight already. If you're looking for extra DPS, it has already been calculated & tested that it was a better option to let it go off and use another ability instead of refreshing it.
    Force Shock and Morphs: I hate this skill. I already played with every build you can imagine after relying on this skill (+light attack between + crystal frags) for so many years. I was with a pet build + heavy attack build before, crystal blast spammable build, several DoT builds, light/heavy attack + DoTs, etc etc. It's quiet fun. I always said that this skill should be a cool one type element hit instead of generic beam with 3 elements, but some players don't agree and complain about proccing sets...

    That's "cool looking effect" vs "actual performance", because there are good reasons to retain the 3 different hits. First: these 3 different hits count separately to enable some sets / passives, Secondly: they all provide a significant chance of proccing elemental effects.

    I guess a better looking one would be the one you get from using the Asylum staff which has me wish it was the default (#LooksMatter).
    PC EU - Zahraji of the Void, aka "Kitty", the fluffiest salmon genocider in town.
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  • Ankael07
    Ankael07
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    Birthsigns instead of racial passives. So tired of fighting AD who consist 90% of altmer magsorcerers or bosmer and khajiit stam NBs (both squishy dps).

    Or EP who only seem to have Argonian mag templars or dunmer and nord mag/stam dragonknights (both heavy armored tanks)


    Would be awesome if we had the population to recruit all kinds of players but racial passives limit this.
    Edited by Ankael07 on July 8, 2018 8:17AM
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