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https://forums.elderscrollsonline.com/en/discussion/668861

PTS Update 20 - Feedback Thread for Sorcerer

  • ezio45
    ezio45
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    I posted this in the wrong thread, herderp.
    https://youtu.be/mB1lnRi_te4
    A hellish time in vMA because of the cast time. Thanks ZOS.

    yes ty zos for destroying my main toon
  • WuffyCerulei
    WuffyCerulei
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    Can we get a dev response on the outrage of the shield cast time, please?

    theyre probably waiting until the next set of pts notes are out to comment on everything, im confident that the amount of dissatisfaction with these changes will bring will make the devs remove the cast time. But hey, people have made really dumb decisions when the alternative has a better outcome. Ball in your court zos.

    I hope they actually listen to us all. It would look terrible on their part to plug their ears and go "la la la" at all the anger.
    For the love of Kyne, buff sorc. PC NACP 2100+Star-Sïnger - Khajiit Magicka Sorc - EP Grand Overlord - Flawless Conqueror vMA/vBRP/vDSA no death/vHel Ra HM/vAA HM/vSO HM/vMoL HM/vHoF HM/vAS +2/vCR+3/vSS HMs/vKA HMs/vVH/vRG Oax HM/vDSR
  • ezio45
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    Can we get a dev response on the outrage of the shield cast time, please?

    probably not, they dont care. Changes are more than likely going to to get a small tweak and go live with murkimire
  • visionality
    visionality
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    Tested shield cast times on PTS in Cyrodiil. They are exactly as horrible as expected. Clunky, unhandy, constantly interrupted. Everybody knows the official 1.3 seconds casttime for channeled acceleration (psijic skill line) that in real life time take 2-3 seconds? Thats exactly the way shields work now in non-lag conditions. During lag (which is almost always) they will just not cast at all anymore, at least not while you are still alive.

    On PTS, even solo-taking a ressource is a game of luck. DPS is minimized because you're mostly kiting around adds that constantly stun and interrupt you, preventing you from casting a shield that despite added resistances is vanishing into nothingness after the usual 2 seconds.

    Fighting enemy players makes you just a sitting duck for every stamina player. Imagine a full scale battle where there are silences, interrupts, stuns etc all the time. Shields will just not be castable anymore. This totally kills light armor builds in PVP. Ppl who want to stick to magsorcs for sentimental reasons will have to move to heavy armor or just play AP fodder for competitive players.

    If this change is making it to live (actually: if ANY casttime on shields is making it to live), the only working dps classes in PVP will be stamina.

    #ThanksForKillingMySorc
  • Chilly-McFreeze
    Chilly-McFreeze
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    Can we get a dev response on the outrage of the shield cast time, please?

    theyre probably waiting until the next set of pts notes are out to comment on everything, im confident that the amount of dissatisfaction with these changes will bring will make the devs remove the cast time. But hey, people have made really dumb decisions when the alternative has a better outcome. Ball in your court zos.

    Tze, next weeks PTS will probably only bug fixes. Don't expect anything before October 1st. 8th is fixes again. And then some unnanounces, untested, unbalanced changes will come straight to the live servers.
  • mikemacon
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    Big thanks to class rep for bringing Magicka Sorc to knees, why not just simply put ban on Mag Sorc in PVP

    This IS a ban on magsorcs in PVP.
  • Hymzir
    Hymzir
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    This is what happens when you ignore a problem for years, and then finally try to do something about it. There's gonna be a *** storm.

    In addition to the 1 second shield cast time, there are plenty of other iffy and disturbing changes coming along, but the topic of "mag sorcs are dead" is dominating the discussion.

    The thing is, that in PVP, a shield stacking sorc, using bolt by bursts to get kills, before hopping away and resetting the fight, was, and still is, a playstyle that is way too powerful. It's not necessarily easy, since I've seen plenty of sorcs trying to do it and fail, but those that know their stuff are pretty much unkillable. There is a certain fairly limited selection of skills they all use and they all act and play in the same way. Faced one shield reliant sorc, seen them all.

    And that stuff has been going on for years, and for years the player base has told ZOS to do something about it. But they haven't. And people have grown accustomed to it. There's this build that is so much more optimal in any situation that anything else really, and that's the one pretty much everyone is playing. The style over performed so much that it became the standard - you either played that one build of sorcs, with minuscule variations between players, or you were a pet sorc. This change seems, to me at least, as an attempt to do something about that. To force build variety and to mix things up.

    Is the 1 second cast time the best solution? I don't think so, especially since it also affect other mag classes and their builds. To a far lesser degree, but it still affects them. Is it the end of the world? No, not really. There are ways around it, and alternate builds to explore. But it is the end of the line to the way majority of sorcs have been playing their class, and that means lot of frustrated players.

    I too fully expect them to cave in on this, and revert the change. But at the same time am also hoping them to stick to it. Not because it is a good change, but because it is a necessary change. The unfortunate side effect is that there is gonna be a lot of collateral damage associated with the move. People will rage quit, people will be frustrated. Lot of bad rep is gonna be generated.

    But as the dust settles, those who soldier on, will come up with new builds, new tactics. They wont be as good as the old way. They will undoubtedly under perform at first. But with that change new avenues of development will emerge. New tweaks become possible that would've been impossible in the old framework of the games mechanics, and that in turn will lead to new play styles. Hopefully ones that are less lopsided and more diverse.

    I have two sorcs myself and three other mag based characters. I run unorthodox sorc builds, and while this change will hit those, I think I can adapt to the change. My other mag characters will have to re-evaluate a lot of things with the loss of instant Annulment but... I think they too can and will adapt.

    Sorcs are bound to become the bottom tier class for a while, and I know that is going to be hard on some long time sorc players. It's a thing that they've never really experienced before. While Sorcs have not always been the number 1 class in the game, they've never really been near the bottom either. People who main other classes have been there, at the bottom and we know how frustrating it is. And the sting is made that much greater for never having experienced it before.

    Whatever happens, I hope that ZOS stays true to the mission and will implement a major change. People have proposed plenty of decent compromises here, on this thread and numerous others over the years. I just think that ZOS went with this route since it's the easiest thing to implement. A system of major and minor shields, in the same way buffs work, might be a much better idea, but undoubtedly one that would require tons more manpower to pull off.

    It's never fun to be on the receiving end of a nerf bat, but at the end of the day, while it might sting, it wont be lethal.

    P.S. - About that overload change.... Bye bye overload gank builds, you will not be missed (by the majority of players that is), and stop whining about the third bar! Sorcs are not the only ones tight on bar space. That extra bar would've gone a long way in the hands of the other classes too. I fully believe it was never really intended anyway, just a side effect of a dodgy implementation, and once again something that went untouched for such a long time that sorcs just got accustomed to it.
  • ezio45
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    hard to believe devs havent said anything yet.....
  • TBois
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    Stam sorc main,

    If the 3rd bar for overload stays, can we (stam sorcs) get a physical cp scaling/automaton scaling ultimate? A physical version of overload seems like it would be the easiest to accomplish, since y'all are already working on the skill.

    I also would like to say that I have unsubbed due to the shield cast time change. I play this game because I enjoy the reactive combat. It looks like the combat team is going away from reactive combat. If skills are getting cast times and cooldowns, I will go play another mmo with less reactive combat since I get to use more skills.

    Edit: I've played this game since launch and have a 50 Alliance Rank stam sorc. I've played stam sorc since patch 1.4. So I've stuck with my class being nerfed to the ground, brought back to the top, and where it is now. This all while being subbed until now and the one time my friend was banned for crit charging when y'all broke the charge skills.
    Edited by TBois on September 19, 2018 12:06PM
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD
  • Thraben
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    The one second cast time will probably be reverted, and everyone will gratefully rejoice, not noticing the other things that get past the radar.

    Things like the partial replacement of the StamSorc´s group spot in organized PvP by the new Refreshing Path combined with shuffle/ forward momentum.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • TBois
    TBois
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    Thraben wrote: »
    The one second cast time will probably be reverted, and everyone will gratefully rejoice, not noticing the other things that get past the radar.

    Things like the partial replacement of the StamSorc´s group spot in organized PvP by the new Refreshing Path combined with shuffle/ forward momentum.

    Probably not since Rapids can be cast under negate

    Edit: well maybe since there won't be any sorcs to throw negate
    Edited by TBois on September 19, 2018 12:08PM
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD
  • Thraben
    Thraben
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    TBois wrote: »
    Thraben wrote: »
    The one second cast time will probably be reverted, and everyone will gratefully rejoice, not noticing the other things that get past the radar.

    Things like the partial replacement of the StamSorc´s group spot in organized PvP by the new Refreshing Path combined with shuffle/ forward momentum.

    Probably not since Rapids can be cast under negate

    Edit: well maybe since there won't be any sorcs to throw negate

    So does Momentum/ Shuffle, which is not broken by Damage.

    Therefore, "partial". Some groups WILL do it, though. Especially as the same MagBlades who provide for it can also replace the MagSorc´s Purge/ Ranged Burst role better than before while retaining their AoE dps role.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Strider__Roshin
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    Hello,

    For starters I'd like to say that what you've done to damage shields is wonderful for balance, and you should stick with your changes. Hardened Ward and Harness Magicka should be used pre-engagement, and Healing Ward (an instant cast) should be used as a life saving maneuver.

    Now that we've finally addressed shields we need to address sorcs. Their arsenal isn't very well equipped for survival without the use of shields so before these changes go live I would like to see two things happen:

    1) Blood Magic passive - have it so you are healed for a % of damage done by all class abilities. Not sure what number would be balanced; that would require testing.

    2) Bolt Escape - make this ability behave like dodge rolling in the sense that it breaks roots, and most importantly you can streak in any direction without changing your character's direction. Meaning you can continuously Bolt Escape backwards. This would greatly improve their ability to stay at range.

    I'm all for the damage shield nerfs, but magsorcs do need something to improve their survivability.

    P.S. Also make Crystal Blast proc like Frags please.
  • ezio45
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    At @ZOS_Wrobel

    when you undo the cast time on shields feel free to make them benefit from crit resist and gear effects

    or remove them from battle spirit
    Edited by ezio45 on September 19, 2018 12:56PM
  • Feric51
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    So, let's get it out of the way that I am wholeheartedly against the cast time on shields. There, said it. Done.

    Regarding the other changes to shields I think it was a perfect way to balance PvP without nerfing PvE which is what usually happens when something is tweaked almost solely for one group. By shields being able to be critted, this made them decidedly less effective for PvP. Yes, someone mentioned some weird, cockamamie build where you could have enough impen and paired sets that it would mitigate most of this extra crit damage, but at what sacrifice to damage dealing?

    With PvE, having resistances reduce incoming damage to shields was a fine way to actually boost the effectiveness of shields. And, let's be honest, nobody outside of ZOS thought that shields were rendering healers ineffective. I have ran many vet dungeons with 3 DPS, 1 tank and not a single character was running shields. In fact, I was the only sorcerer in the bunch, and it's just a matter of staying out of the red and blocking occasionally that kept me alive, not shield stacking. I use my shields in PvE for soloing world bosses and vMA. No healers were ever harmed or made to feel inferior due to my shield use.

    Lastly, and this is a big sticking point that nobody has mentioned yet, there is no PTS for console!!! From what I'm already seeing posted by folks on the PTS: this "1 second cast time" is more like 2-3 seconds, and I'm going to assume that with all the addons available, it's much easier to be precise about when and where to cast shields on PC, so this nerf will hit console sorcs even harder because we already struggle more with rotations and lag than the PC master race. I'm already dealing with failed casts of liquid lightning and elemental blockade after going halfway (or completely) through the animation on my Xbox sorc, which drives me nuts, but only results in a decrease in DPS. If my shield fails to fire, my 1 second window that I had planned for now becomes 5 seconds once my brain realizes it didn't go off and I have to re-channel it again, but by then I'm already dead. At least with insta-cast, I can just mash the button again and only lose a second or two at most.

    TL;DR - You think this shield nerf is bad for PC sorcs. It will be 10x worse on console.


    Edit for poor grammar.
    Edited by Feric51 on September 19, 2018 1:03PM
    Feric51
    Xbox NA

    Darkness Falls: The Crusade survivor (you young kids will never know the struggle of text-based games)


  • AhPook_Is_Here
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    Maybe its time to remove the shield line from Sorcs and give them something we know is balanced like invisibility in those ability slots. This is consistent with sorc lore as well as invisibility comes from illusion magic.

    It seems so weird that a class who's signature skill, the shield, now has a shield worse than a weapon skill line shield, and frankly worse than DK and Templar shields that at least remain a reactive defense.

    Give sorcs a new reactive defense in that skill slot.
    “Whatever.”
    -Unknown American
  • Emma_Overload
    Emma_Overload
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    ezio45 wrote: »
    At @ZOS_Wrobel

    when you undo the cast time on shields feel free to make them benefit from crit resist and gear effects

    or remove them from battle spirit

    WAIT A MINUTE... are you telling me that crit resistance (aka Impenetrable) isn't reducing the critical damage to shields?

    SAY WHAT???
    #CAREBEARMASTERRACE
  • ezio45
    ezio45
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    ezio45 wrote: »
    At @ZOS_Wrobel

    when you undo the cast time on shields feel free to make them benefit from crit resist and gear effects

    or remove them from battle spirit

    WAIT A MINUTE... are you telling me that crit resistance (aka Impenetrable) isn't reducing the critical damage to shields?

    SAY WHAT???

    didnt say it in patch notes, just spell and physical resist, im ps4 so i cant test it but I havent heard otherwise
  • ezio45
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    Maybe its time to remove the shield line from Sorcs and give them something we know is balanced like invisibility in those ability slots. This is consistent with sorc lore as well as invisibility comes from illusion magic.

    It seems so weird that a class who's signature skill, the shield, now has a shield worse than a weapon skill line shield, and frankly worse than DK and Templar shields that at least remain a reactive defense.

    Give sorcs a new reactive defense in that skill slot.

    im ok, ill just take them reverting shields or another game. If I wanted to be a nightblade I would play a nightblade. However I have some very strong negative opinions on that class, particularity the stam vers, however that doesnt mean I want them nerfed either.
  • Galarthor
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    ezio45 wrote: »
    At @ZOS_Wrobel

    when you undo the cast time on shields feel free to make them benefit from crit resist and gear effects

    or remove them from battle spirit

    And let shields crit the same way heals can crit!
    I mean that was the whole reason why shields couldn't be critted in the first place: b/c they don't crit themselves ...
  • LarsS
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    Remove the shield casting time the röst is ok.
    GM for The Daggerfall Authority EU PC
  • ezio45
    ezio45
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    Galarthor wrote: »
    ezio45 wrote: »
    At @ZOS_Wrobel

    when you undo the cast time on shields feel free to make them benefit from crit resist and gear effects

    or remove them from battle spirit

    And let shields crit the same way heals can crit!
    I mean that was the whole reason why shields couldn't be critted in the first place: b/c they don't crit themselves ...

    either way, shields need help surviving after this
  • Faulgor
    Faulgor
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    EPelite wrote: »
    Cast time = cooldown.

    If we wanted cooldowns and cast time we would still play WOW…

    ESO was branded on the fact that there were no cooldown and you had the freedom to use any skill at any time in any way you liked, if you had the recourses to use them…

    Cast time on any skill ruins the tempo and joy of PvP and moves the game to a place where you may as well play WOW instead.

    So, when are we getting instant cast Snipe?

    "Cast times" have been with RPGs since the beginning, and in similar ways they are also present in action focused genres like fighting games as start-up frames, etc. They are just one more way of balancing the reward of a skill with a certain risk. And in cases like Snipe, it feels perfectly warranted imo. They are also an important mechanic when an enemy uses them, as it gives you time to react and forces you into action with an interrupt or other appropriate measures. Without enemy cast times and telegraphs, every boss fight would be like a target dummy.

    There are also global cooldowns for all skills and normal attacks in ESO, so you can't spam skills as fast as you can press the button (other games have much shorter attack delays), and you have mechanics like heavy attacks that effectively have a cast time or channels like Radiant Destruction, and people aren't that upset about those.

    There are reasons why cast times don't work well in ESO, but it doesn't have to do with the tempo of combat per se.
    1. Skills with cast time don't fit into usual DPS rotations. They don't deal enough damage to overcome the DPS loss from dropping weaving, and they are harder to weave because if you animation cancel them too early you break your own cast, if you do it too late you have an immense DPS loss. This is different from heavy attacks, which are also "casted", because you can simply mash a skill during the HA cast and it will fire immediately after the HA completes.
    2. The reward is in no relation to the risk. Most casted abilities have been very weak in ESO, and if they were stronger, PvP players would be upset about the potential burst when combined with procs and weaves. Snipe is already an issue, and that is not particularly strong.
    3. Powerful skills that would deserve a cast time are reserved for ultimates. Cast times are often used to balance potentially devastating skills, which makes it possible to counter them preemptively and on the other hand feel very satisfying when pulled off. in ESO, such abilites are used in the ultimate system, which are actually much less focused on action like the rest of the game and more on a cooldown (at least since dynamic ultimate gain was removed), but it is what it is.

    So, I don't think cast times themselves are bad. In fact I'd very much like to play a character focused around casting abilities, instead of the monotone DPS rotations of DoTs + weaving like every other build in the game.

    Just to be clear, you could also have cast times for defensive abilities, but as far as I can tell from other games, these are usually area effects and not really appropriate for ESO's shields, especially when lacking other forms of defense.

    What I'm saying is, don't blame ZOS' silly decisions on poor cast times! :(
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Irylia
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    Xsorus wrote: »
    Kerioko wrote: »
    Solution for Sorcs:

    Run Mark of the Pariah defending resto backbar and jewelry.

    Set gives:
    - Health
    - Spell Resist
    - Physical Resist
    - Gain up to 11K Resist at low health

    Pair this with healing ward (cast at low health), mist form, and boundless storm and vampire undeath passive, you get a huge shield that takes very little damage until it heals you. Add in shadowrend minor maim, temporal guard minor protection, and 7/7 impen to make dawnbreakers hit like a noodle.

    Then frontbar a master ice staff and run 5 light with desert rose on body. Mist form and block for days as you build ult.

    Then trigger overload and weave your burst rotation of curse, fury, reach, and frags.

    Then ROFL because your burst rotation was absorbed by a warden shield, was reflected by a DK's wings, was absorbed by a NB's cloak, or was healed through by a templars BoL.

    Or....

    Heavy Chest/Legs Impregnable
    Gloves/Boots/Belt Light Armor Impregnable
    2 Blood Spawn (Both Light)
    Front Bar - Master's Destruction Staff
    Jewelry - Lich with Protective as Trait
    Backbar - Lich Restro

    Congrats, you now are basically freakin immune to crits on your shields again and have Massive Mitigation with them.

    The class barely sustains with lich and now you dropped a sustain or dmg set or sudo shacklebreaker
    And lose max mag traits which is dmg resource pool and shield strength
    When heavy armor classes (Stam)
    Get away with double damage
  • Weps
    Weps
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    To be honest I wish they'll put a 200 million years cast time on Snipe since it's a stupid skill that goes completely the opposite way of the "high risk, high reward" playstyle.
    PS4 EU - CP 1000+ - EP Loyal

    My EU Preciouses
    Aemon Dk | Imperial Dragonknight Tank
    Guari Gaburiefu | PvP Stamplar - Soon PvE tank
    Nadija Zenobia | 45k+ PvE Dk - PvP Leaper
    Naga del Serpente | High Elf Magicka Sorc PVE DPS - Soon tb 2nd crafter
    Azor Ahai V | Dunmer Magicka DK for PVP and Pve
    Jabba D'Cat | Khajiit Stamplar
    Gennarino Auditore | 7k Weapon damage Bosmer Stamblade / Ganking experimental build
    Rina Inbasu | Dunmer Magblade, my bomblade
    Zelgadis Greywords | High Elf Magplar
    Nachael Jordan | Redguard Stamsorc DPS
    Orghuz Diul | StamWar DPS
    This-Will-Buff-If | Argonian Warden Trial Off tank
    Amelia Tesla Sallilune | Breton Magden PvP DD / PvE healer
    Sap-My-Shield | PvP Nooblade, now dead PvE Tank
  • Minalan
    Minalan
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    An_An wrote: »
    Simple solution : Keep cast time on hardened ward and remove cast time on annulment.

    BOOM!

    You've just nerfed sorc's massive shield stack without gimping other light armor builds

    If this happens Resto ward will become the new hardened ward. Don't think it will make much of a difference. Unless they add a cast time to restoration staff ward (which makes no sense since it is supposed to be used in an "oh-***" situation).

    A critable resto ward won't last a few seconds to heal anything. Ever.
    Derra wrote: »
    Positive/mixed feedback:

    The overload change feels good when you want to actually use it as an offensive ultimate and not as a gank tool or to store more spells.
    However the removal of the overload bar just further reinforced the sorcs lack of barspace problems (that have been brought up in the very first classrep meeting) - that hasn´t been adressed.

    @Derra is that because Sorcerer "Has so many good skills?'. :lol:
    Edited by Minalan on September 19, 2018 2:22PM
  • Apherius
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    Pretty sad about this patch notes, I still wonder if they made a mistake or if they really think these changes are what we've asked since they introduced the Class Representatives.

    Overload:

    The idea is interesting but it could get some additional changes.
    • Make it deplete 5/10 ultimates every 1/2 seconds, it should reward skilful rotation. If your weaving is perfect you would make better use of this ultimate, get better damage and restore more magicka.
      Let's imagine you have 170 ultimate, the choice between an atronach and overload should be interesting ... Overload should deal more damage than the atronach IF your weaving is perfect ( + help with sustain ) WHILE atronach would be useful IF you can't weave properly or want to play a pet build or/and don't have any sustain issue and so want to grant major berserk to 1 ally.
    • overload proc enchantment of the bar you are currently on ( this is a nice thing ) ... make it so your right hand hold the staff and do a LA while the other hand could do an OL LA if the ultimate is active ( both would hit at the same time )
    • What about the morphs ? One give 1K magicka each time you do an OL LA, the other morph increase the LA range and the HA radius, nobody care about OL HA, and the increased range on OL LA is not needed since the base range is the same as a standard LA = it mean you don't need to get closer to the boss when you active the ultimate ... They should better merge both morphs into one and keep the 3rd bar on a morph ( the 3rd bar is really useful and unique on both stam and magsorc for PVP ).
    • About the OL HA, Nobody is gonna use that ... I would prefer to charge the ultimate on trash and keep it for boss, I don't think i'm the only one. They should better make it a beam we could use on atronach or pets increasing their damage during X sec or a Dot ... Anything.


    Pets

    Pets take two bar slots, stucks behind wall and under the floor, triggers mechanics in Vas and VAA, CC and prevent grab, these are the firsts pet pain points and the reason you can't bring them in raid
    • Scamp and daedric prey both cost 500 less magicka, i's interesting ! Thank for this change.
    • The tormentor change is laughable, the few players who play a pets build in pve and pvp prefer the Matriarch morph , 15% reduced cost on tormentor special attack isn't gonna make it interesting when the special attack we are talking about is beyond uselessness.

    Dark Conversion

    I'm still wondering if it's supposed to be a buff or a nerf. How much is that ? 8K health + 2400 magicka instant then 2400 magicka over 20 sec ( = 120 magicka each sec). It's supposed to help sorc with sustain ? ( because it's not better than the previous version, it's even worse ) Or it's just a PVP nerf ? A Developer Comment is needed.
    • if your goal is to make it interesting in both PVE and PVP, here is an idea (not the best):
      " Dark Conversion: Cost 2000 stamina ~ Cast-T : Instant ~ Duration: 20,4 sec ~ Self : Bargain with darkness, restore 8K health and 4696 Magicka after 1,2 sec. [ Then restore 1100 health and 230 magicka each 1,2 sec during 19,2 sec. After 1,2 the skill deplete 350 stamina each second, until you run out of stamina or the ability is toggled off]. You can be interrupted within 1,2 sec after you used the ability, in this case it won't restore the cost of the skill.

      Or Same thing But restore 2500 magicka after 1,2 sec instead of 4696 and you won't lose 2000 stamina if someone interrupt you
      I really like this idea, make it a toogle like mend wound ( requiered on one bar only), toggle the skill on ... wait 1,2 sec then toggle it off, and repeat if you only care about the first part of the skill, or keep it on and it will start draining your stamina while restoring your health and magicka each 1,2 sec after 1,2 sec.

    • Dark Conversion: Cost 2250 stamina ~ Cast-T : Instant ~ Self : Bargain with darkness, restore 8K health and 4696 Magicka after 1,2 sec. and 2500 magicka over 20 second. you can be interrupted within 1,2 sec after you used the ability, in this case it won't restore the cost of the skill.

      Or Same thing But restore 2500 magicka after 1,2 sec instead of 4696, cost 2000 stamina, and you won't lose 2000 stamina if someone interrupt you
      ( This would make the ability useful in PVE cause the cast time is the main problem ) and keep it useful in PVP.

    Rune cage
    Initial and early feedback for Sorcerers is that their class is walking in place with the buff-nerf cycle to Rune Prison.

    Seriously ? a new visual effect will display on the target to indicate this effect during 1,2 sec before it stun the target ?! Do you really think increasing the damage and the stun by 22% and 1 sec is gonna help ?
    • Most of the time you won't stun anyone with that ... If you stun someone they will break free easily within 3 sec ... And if they break free it won't deal any damage ... make it deal deal damage when the stun ends ( even if the target break free) would be a good step, even though I don't think it would worth slotting ... Clench is better and can be used instead force pulse ... and with all the nerf coming ( shields, 3rd bar gone ) we will need a lot of bar slot !

    Crystal

    Good change but not enough, atleast our main skill escaped the 1st PTS nerf wave.

    Bound armor
    Bound Armor needs to be more worthwhile
    https://forums.elderscrollsonline.com/en/discussion/428310/sorcs-do-you-use-the-active-effect-of-bound-armor/p1

    Why ? Add this block mitigation bonus in " Rebate " when we active bound armor ... or give us another bonus when we active Bound Aegis
    • Bound Aegis: Cost 3443 magicka ( reduce the cost ? ): Protect yourself and your pets ( cooool ) with the power of Oblivion, Creating a suit of Daedric mail for you and your pets that increases your block mitigation by 36% for 3 seconds, also anchor your Daedric Familiar in Tamriel during 42 sec. While slotted, your Max [...]

      Isn't that cool ? " Anchor " mean you would not need them on Both bar ... If you don't refresh the buff you will need to reactive the pet, it's the risk and it reward skilful rotation. Of course they would need to slightly change the pet ( see below).
      If you have the scamp or the twillight on 1 bar and barswitch ... they would just stand where they are " screaming" during 1 sec then dissapear unless you active bound aegis or barswitch )
    Edited by Apherius on September 19, 2018 2:26PM
  • Derra
    Derra
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    Hymzir wrote: »
    And that stuff has been going on for years, and for years the player base has told ZOS to do something about it. But they haven't. And people have grown accustomed to it. There's this build that is so much more optimal in any situation that anything else really, and that's the one pretty much everyone is playing. The style over performed so much that it became the standard - you either played that one build of sorcs, with minuscule variations between players, or you were a pet sorc. This change seems, to me at least, as an attempt to do something about that. To force build variety and to mix things up.

    Just that it´s not like you say it is - you´ve got it backwards.

    It´s not an overperforming build that´s way to powerful. It´s the only build that is powerful enough to compete with the other classes.

    You can´t mix things up because everything else at your disposal is simply subpar and using it will yield a subpar result compared to ANY other class.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Derra
    Derra
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    Minalan wrote: »
    Derra wrote: »
    Positive/mixed feedback:

    The overload change feels good when you want to actually use it as an offensive ultimate and not as a gank tool or to store more spells.
    However the removal of the overload bar just further reinforced the sorcs lack of barspace problems (that have been brought up in the very first classrep meeting) - that hasn´t been adressed.

    @Derra is that because Sorcerer "Has so many good skills?'. :lol:

    Ironically it´s because sorc has too many bad skills - with mandatory function without alternative.

    If a dev should see this and doesn´t understand hit me up in discord i´ll gladly explain how having too many bad skills can/will result in having lack of barspace.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

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