MaximillianDiE wrote: »Yep - its so overtuned even stam sorcs are using it now. That stun is a nightmare - its so buggy you literally cannot break free of it sometimes.
Waffennacht wrote: »MaximillianDiE wrote: »Yep - its so overtuned even stam sorcs are using it now. That stun is a nightmare - its so buggy you literally cannot break free of it sometimes.
Now? I've always ran it on DW Stam sorc
Edit: was awesome when you could perma lock with DoTs not breaking the 20 sec stun
I killed players rampantly on my sorc since the dawn of eso, and I will continue to do so though all these terribads want the class gutted and turned into free ap.
My sorc has seen the best of times and the worst of times. Lately it just seems like people want nerf after nerf for them. I say bring it on. Until you guys finally see sorcs with skills that shoot hugs and kisses and tiny little hearts, I doubt you will ever be happy. Even then I can see a world where they still cry nerf sorc.
One would think in a world of countless stuns/hard cc people would actually use immovable pots lol
That is all, carry on
So cage got a damage buff, people lose their mind. Cage gets a 20% damage Nerf and damage is not the issue?
Which is it? These threads make no sense now.
Love that you moan about getting hit with a frag too hilarious. It's been nerfed to oblivion (-10%/-10%& stun/-20% empower which more than equates to the damage added to cage)
WuffyCerulei wrote: »Dammit Ian!! Anyways, you have a point. The long*ss uncounterable stun from a million miles away didn't need a 5 second stun. Petrify also has a long stun, but it's more balanced as it has a short range.
So cage got a damage buff, people lose their mind. Cage gets a 20% damage Nerf and damage is not the issue?
Which is it? These threads make no sense now.
Love that you moan about getting hit with a frag too hilarious. It's been nerfed to oblivion (-10%/-10%& stun/-20% empower which more than equates to the damage added to cage)
So where are the complaints about Mass Hysteria and Fossilize? Oh. The range. Sure. But the range isnt an issue when you can’t break free in the first place.
And then there are knockbacks or skills that have a stun and a knockback. I don’t see complaints about those either although they’re even harder to break free reliably.
CC mechanics are broken all across the game. But let’s nerf Sorc to fix that.
So where are the complaints about Mass Hysteria and Fossilize? Oh. The range. Sure. But the range isnt an issue when you can’t break free in the first place.
And then there are knockbacks or skills that have a stun and a knockback. I don’t see complaints about those either although they’re even harder to break free reliably.
CC mechanics are broken all across the game. But let’s nerf Sorc to fix that.
You have to take into account how each of those classes play.
First Nightblades:
Following Fear it'll be followed by Incap to the spectral bow and then to reverse slice or surprise attack. The Incap will be a guaranteed hit if your opponent is block cancelling their attacks. However, you'll have enough time to CC break and avoid/defend against all of the following attacks. Yes, fear is unavoidable but there's still plenty of room for counterplay. A magblade could also do a meteor, fear, Spectral bow combo; and honestly this is almost as deadly as the Rune Cage combo that sorcs have.
DKs:
Fossilize is followed by either Take Flight then flame lash or flame lash then power lash. The Take Flight or the initial Flame Lash will be the guarantee hit. A more deadly combo is to use meteor, cast Fossilize then flame lash followed by power lash. In this example meteor, and flame lash will be guaranteed, but not the following power lash. There's still counterplay.
Magsorcs:
Haunting Curse is initialized followed Fury then Rune Cage into a Crystal Frag. Now when you look at this setup what's different? Unlike the other classes all of the burst for the sorc goes off at the same time. Haunting Curse goes off as Frag lands, and it this puts you into the 20% health threshold Fury auto kills you. Now put meteor into the fix and this combo will be a guarantee kill against tanks. And unlike NBs and DKs this can be done at range.
The only classes that should have access unavoidable CCs are those with sequential burst; not the delayed burst that magsorcs have. It removes any potential for counterplay.
So cage got a damage buff, people lose their mind. Cage gets a 20% damage Nerf and damage is not the issue?
Which is it? These threads make no sense now.
Love that you moan about getting hit with a frag too hilarious. It's been nerfed to oblivion (-10%/-10%& stun/-20% empower which more than equates to the damage added to cage)
Agreed. When everyone was initially complaining about Rune cage it was because of the added damage. They remove the damage and now the damage was never the issue. Nearly every thread prior to these patch notes complained about the damage.
So cage got a damage buff, people lose their mind. Cage gets a 20% damage Nerf and damage is not the issue?
Which is it? These threads make no sense now.
Love that you moan about getting hit with a frag too hilarious. It's been nerfed to oblivion (-10%/-10%& stun/-20% empower which more than equates to the damage added to cage)
Agreed. When everyone was initially complaining about Rune cage it was because of the added damage. They remove the damage and now the damage was never the issue. Nearly every thread prior to these patch notes complained about the damage.
They didn't remove the damage.
10k-20%=8k, not 0.
Very inconsequential nerf and definitely not enough when the skill still deals more damage than the dodgeable/blockable/reflectable Reach.
So where are the complaints about Mass Hysteria and Fossilize? Oh. The range. Sure. But the range isnt an issue when you can’t break free in the first place.
And then there are knockbacks or skills that have a stun and a knockback. I don’t see complaints about those either although they’re even harder to break free reliably.
CC mechanics are broken all across the game. But let’s nerf Sorc to fix that.
You have to take into account how each of those classes play.
First Nightblades:
Following Fear it'll be followed by Incap to the spectral bow and then to reverse slice or surprise attack. The Incap will be a guaranteed hit if your opponent is block cancelling their attacks. However, you'll have enough time to CC break and avoid/defend against all of the following attacks. Yes, fear is unavoidable but there's still plenty of room for counterplay. A magblade could also do a meteor, fear, Spectral bow combo; and honestly this is almost as deadly as the Rune Cage combo that sorcs have.
DKs:
Fossilize is followed by either Take Flight then flame lash or flame lash then power lash. The Take Flight or the initial Flame Lash will be the guarantee hit. A more deadly combo is to use meteor, cast Fossilize then flame lash followed by power lash. In this example meteor, and flame lash will be guaranteed, but not the following power lash. There's still counterplay.
Magsorcs:
Haunting Curse is initialized followed Fury then Rune Cage into a Crystal Frag. Now when you look at this setup what's different? Unlike the other classes all of the burst for the sorc goes off at the same time. Haunting Curse goes off as Frag lands, and it this puts you into the 20% health threshold Fury auto kills you. Now put meteor into the fix and this combo will be a guarantee kill against tanks. And unlike NBs and DKs this can be done at range.
The only classes that should have access unavoidable CCs are those with sequential burst; not the delayed burst that magsorcs have. It removes any potential for counterplay.
I don't know what tanks you face in Cyrodil but the ones I see have 40K+ health and high resistances+healing. That burst combo isn't going to take them out before they CC break and heal all the way back to full health unless at least 2 players are also doing it at the same time. Medium armor builds, sure. Light armor builds before they have a chance to refresh shields, sure. Heavy armor DD bulds, maybe. But not actual tank builds.
And what is the other option for a Sorc. Everything in their toolkit can be dodged except curse. Everything. And with the next patch that also includes the execute portion of wrath. Take out rune cage and sorcs will be pretty useless in PVP against many build types.
Tommy_The_Gun wrote: »"Broom Prison opi in better grounds" xD
^ I was watching a youtube video about PTS patch notes and the automatically generated English subtitles were like this
So cage got a damage buff, people lose their mind. Cage gets a 20% damage Nerf and damage is not the issue?
Which is it? These threads make no sense now.
Love that you moan about getting hit with a frag too hilarious. It's been nerfed to oblivion (-10%/-10%& stun/-20% empower which more than equates to the damage added to cage)
Agreed. When everyone was initially complaining about Rune cage it was because of the added damage. They remove the damage and now the damage was never the issue. Nearly every thread prior to these patch notes complained about the damage.
They didn't remove the damage.
10k-20%=8k, not 0.
Very inconsequential nerf and definitely not enough when the skill still deals more damage than the dodgeable/blockable/reflectable Reach.
So cage got a damage buff, people lose their mind. Cage gets a 20% damage Nerf and damage is not the issue?
Which is it? These threads make no sense now.
Love that you moan about getting hit with a frag too hilarious. It's been nerfed to oblivion (-10%/-10%& stun/-20% empower which more than equates to the damage added to cage)
Agreed. When everyone was initially complaining about Rune cage it was because of the added damage. They remove the damage and now the damage was never the issue. Nearly every thread prior to these patch notes complained about the damage.
They didn't remove the damage.
10k-20%=8k, not 0.
Very inconsequential nerf and definitely not enough when the skill still deals more damage than the dodgeable/blockable/reflectable Reach.
Back with the 10k damage are we? That a 20k tooltip you seeing then out of battle spirit? Awesome. I want that build..
So cage got a damage buff, people lose their mind. Cage gets a 20% damage Nerf and damage is not the issue?
Which is it? These threads make no sense now.
Love that you moan about getting hit with a frag too hilarious. It's been nerfed to oblivion (-10%/-10%& stun/-20% empower which more than equates to the damage added to cage)
Agreed. When everyone was initially complaining about Rune cage it was because of the added damage. They remove the damage and now the damage was never the issue. Nearly every thread prior to these patch notes complained about the damage.
They didn't remove the damage.
10k-20%=8k, not 0.
Very inconsequential nerf and definitely not enough when the skill still deals more damage than the dodgeable/blockable/reflectable Reach.
Back with the 10k damage are we? That a 20k tooltip you seeing then out of battle spirit? Awesome. I want that build..
With the old setup it's only 8k after the 20% reduction, and gear previous patch for 10k tooltip was 5x Necropotence 5x Destruction Mastery 2x Slimecraw (impen on gear still).
In this patch this is the tooltip with 2x Balorgh 5x Destruction Mastery 5x Spinner (so not even max tooltip setup), after the 20% nerf:
Battle Spirit isn't reflected on tooltips btw, it's a -50% Damage Taken buff on the player, not -50% Damage Done debuff.
It's also calculated multiplicatively with other defensive modifiers, so it's not even worth "50%" usually.