cpuScientist wrote: »Heyo, I have been a magSorc main for AGES. I have all the other classes a Stam and mag version. And play tem regularly but I've always come back to Sorc. However in this most recent patch, it has be unplayable for me. It is too obviously overpowered, very much overperforming. I have some ideas I'd like to present to the community though.
So real quick. MagSorc was designed around the frag stun. Your big burst was also your only really good CC, so ZOS gave us curse and wrath as delayed burst since it was very hit and miss with our stun. So we wouldn't always land our execute and our big burst ability. Now however we have a delayed execute delayed burst in curse delayed ulti with meteor and a stun that always lands and is very winky to break free of with a weird delay. So we will always land the entire combo, the frag stun which provided the counterplay is done away with.
Where oter classes have to choose what to use after their stun, whether to ulti burst or execute. Sorcs have it easy with once choice. Frag. What once was the big avoidable burst is now an instant hit. So I have a few proposals for this issue.
FIRST AND FOREMOST. Make this CC easier to break out of and not have that weird travel delay. It should be as easy to break as unmorphed fossilize. Instant and then break is easy.
Ok that out of the way here are my thoughts.
1. Delete the skill, make it a dot leave defensive rune as is but make cage and it's pre morph just a dot with a weak slow or something and put the stun back in frag. It would give us a source of healing with the passive. This would add a dot to pve perhaps unbalancing perhaps not. Honestly the point is CC back on frag and just delete cage.
2. This is twofold. One again fix the break free and all that, leave the damage make it 3 second stun. But make mages wrath proc at 25% health but not be delayed anymore. This would be a fundemental change yes. But it mean that sorcs have to choose, to frag or execute after the CC instead of only fragging. It would take some of the burst out of the combo and make it a little harder to kill but still strong. PvE is slightly affected with the slightly earlier execute percentage. This would still leave magSorc in a very strong spot. This would appease the BG masses as well.
What does everyone think of these ideas especially number 2. Please leave constructive feedback.
I am a fan of the first idea, wrath losing its delay tho would cause a big problem for the class.
rune cage being converted into a dot is a really great idea to deal with several problems sorcs face. It would increase pve damage helping close the cap between nbs who are pulling around 10k more average dps than sorcs. In pvp it serves as a great way to heal with surge, where the rest of heals available to sorcs are lacking or outright unusable. As for the stun runecage's needs to be weakened or favorably removed and Cfrag needs its stun back and they need to make cfrag the go to stun for regular combat, leaving runecage as a multi functional still to first and for most be used for healing and secondly to help deal with tanker builds which sorcs struggle with due to the classes complete lack of pressure, this could add enough pressure to put tanks into a range that could be killed with sorcs burst combo. The reason I say removing the stun on runecage is the favorable option is because it would mean the cc immunity from runecage would interfere with the stun on cfrag doing its job it you applied rune cage prior for healing.
The mages wrath idea isnt good because the delay on it is a vital part pf the burst combo at the core of every magsorc build. You need curse and cfrag to hit at the same time immediately proc'ing wrath. Having to choose between cfrag and wrath would result in sorcs not being able to kill anything. The problem is the classes lack of pressure means burst that isnt well timed is easily healed thru with with pretty much anything. Its why sorcs struggle so much with tanks, we cant get them into execute before they can heal. If you time curse and frag poorly as is, you will have an impossible time getting anything into execute, forcing wrath to take place after the combo allows a giant hole for the entire combo to be rendered useless.
Twohothardware wrote: »The CC on Rune Cage definitely needs to go and imo they need to lose access to running Hardened Ward and Harness Magicka together or at the very least Bastion needs to be nerfed since it somehow escaped all the CP nerfs last year.
@Galarthor
That's exactly the key pain point of a MagSorc. Our sustained damage is on a 4 second cooldown. We have no good damage over time abilities to create pressure. And when you give a nasty burst with our entire setup we don't have anything to follow up with if the target has enough health to be in a 35-45% range after burst. What's so devastating this update is we have the ability to actually use meteor. Before a meteor would be blocked EVERY. SINGLE. TIME. and it's the only Ultimate available to us to aid in killing tank meta. And the fact that magSorcs are packing up players that are used to requiring 2+ players to kill them is probably what's causing all the buzz (have seen it all over the forums... I have 28k health and I was one shot by a MagSorc this game is now broken... No you were what's broken with the game to begin with). Now I can see how a MagSorc using this setup on other players is a problem, they have no chance to survive and honestly it's just dirty.
But let's not ignore the real problem in this game... This game has become who can survive who the longest and wait for assistance from other players. Once upon a time players built to kill quickly, and actively defend. Not passively defend with 28k health, 15% reduced incoming damage (minor main), 28k resistance, and holding block every other global cooldown...
@usmguy1234
A big part of the problem are proc sets and especially oblivion sets. More specifically, they allow you to deal damage without speccing into dealing damage. You can go full Heavy Armor and still deal high damage thanks to proc sets. The problem is amplified by oblivion damage, which not only ignores your "capability to deal damage" but also your opponents' capability to defend themselves / mitigate. You don't have to spec into Spell/Weapon Damage, Crit, or Penetration. Allowing you to free up a lot of set bonuses to put into resources and regen / cost reduction.
ZOS fails to see this. That's why you got perma-blocking 30k+ HP Heavy Armor tanks running around almost unkillable but still dealing large amounts of damage. I don't enjoy this meta, but I start getting really frustrated about working on improving my builds, gear, and most importantly skill only to encounter sum guy who needs to push 3 buttons (1 of which is permanently pressed) who is almost unkillable and deals lots of damage. At some point I will just hop on that ZOS-Troll-Builds train and have a good time myself.
Omg this is so cringy, why the hell does every one expect a sorc to be able to put a tank into execute range with one combo? Tanks are build to be tanky and survive more than just one combo, and not just of one but many players. If you want to kill tanks on a sorc, it should take some time, with few rotations of crushing shock, maybe an elemental path under their feet, and defiles to limit their healing - just like all other classes need to play against those builds. It is absolutly *** that sorcs can bypass the most prominent defensive mechanics - dodgeroll and blocking - with their kit at the moment. Out of all classes, the sorcs kit is so mindelessly strong that almost ANY sorc you see in cyro runs the exact same setup and combos - where as other classes choose differnent build paths and add variety to the game...
Omg this is so cringy, why the hell does every one expect a sorc to be able to put a tank into execute range with one combo? Tanks are build to be tanky and survive more than just one combo, and not just of one but many players. If you want to kill tanks on a sorc, it should take some time, with few rotations of crushing shock, maybe an elemental path under their feet, and defiles to limit their healing - just like all other classes need to play against those builds. It is absolutly *** that sorcs can bypass the most prominent defensive mechanics - dodgeroll and blocking - with their kit at the moment. Out of all classes, the sorcs kit is so mindelessly strong that almost ANY sorc you see in cyro runs the exact same setup and combos - where as other classes choose differnent build paths and add variety to the game...
usmguy1234 wrote: »Omg this is so cringy, why the hell does every one expect a sorc to be able to put a tank into execute range with one combo? Tanks are build to be tanky and survive more than just one combo, and not just of one but many players. If you want to kill tanks on a sorc, it should take some time, with few rotations of crushing shock, maybe an elemental path under their feet, and defiles to limit their healing - just like all other classes need to play against those builds. It is absolutly *** that sorcs can bypass the most prominent defensive mechanics - dodgeroll and blocking - with their kit at the moment. Out of all classes, the sorcs kit is so mindelessly strong that almost ANY sorc you see in cyro runs the exact same setup and combos - where as other classes choose differnent build paths and add variety to the game...
The problem with this is what I saw yesterday ie tanks guarding dps and completely crushing dozens of people. If you can't make the guard drop block you'll never beat that combo. There has to be counters against l2 builds and dodge roll/ cloak spammers.
Sorcs focusing on mobility is not an option in the current state of the game.
It is far too easy to gap closer in this game. Melee builds have a close to 100% uptime on being in melee range.
At the same time gap opening considerably harder due to all the roots and slows in the game ... and that is just besides the gap closers that are:
1) cheaper
2) have greater range
3) are more precise (i.e. they always hit the target, reliably bringing the melee into melee range)
4) they track the target and allow to chase after targets that are not going in a straight line (unlike streak that only bolts forward)
5) have greater damage / utility
6) work uphill / downhill and at the same time allow to bridge gaps like Streak does.
These problems would have to be addressed before you can create a class that is build around mobiltiy and doesn't involve dodging. The latter being the reason why mobile builds already work for stam builds, besides them having reliable gap closers rather than the very clunky gap opener called Streak.
Out of all classes, the sorcs kit is so mindelessly strong that almost ANY sorc you see in cyro runs the exact same setup and combos - where as other classes choose differnent build paths and add variety to the game...
Out of all classes, the sorcs kit is so mindelessly strong that almost ANY sorc you see in cyro runs the exact same setup and combos - where as other classes choose differnent build paths and add variety to the game...
@Jeezye
Nothing to do with “mindlessly strong”. It’s one of the distinctive shortcomings of the class that build options are severely limited - Summerset killed the last DW Sorcs around for example. There really isn’t much else than Destro/Resto and a select few skills. I know I’d love more diversity after 4 years but the forum would explode - they can’t even cope with the skills Sorc has right now.
the whole class would need a redesign
the whole class would need a redesign
@Jeezye
That’s what a lot of Sorcs have been telling ZOS again and again. It’s unrealistic to expect they’ll put in the work though, so we’re stuck with not getting nerfed any further as a goal.