taco_suave wrote: »I'm your average magsorc player, not bad, not great, like to do dungeons and BGs. This shield cast time change is just demoralizing and unnecessary. I will have almost zero ability to stay alive in a BG, let alone Cyr. There will be a variety of vMA and vet dungeon mechanics that will prolly be near impossible for your average magsorc (like me) to tackle with the 1 sec cast on the shield. Of all the creative and interesting ways to have potentially dealt with "shield stacking," this seems like frankly the most dumb, brute force nerf possible.
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
joaaocaampos wrote: »ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
@ZOS_RobGarrett Instead of increasing cast time, you could increase the cost, just as you did with Healing Ritual. The same cost.
- Annulment costs have been increased to 7290 Magicka from 4590 Magicka. There is also the equivalent for Conjured Ward.
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
So this post is almost definitely going to be buried underneath all of the people crying about Ward nerfs, but I'm going to get it off my chest. I'm calling just @Tasear specifically because honestly out of the class representatives I see them the most active on the forums and "taking notes" the most. I appreciate all the work you do just as a volunteer.
I think we, and I include myself here, have relied a lot upon shields for our defensive abilities. This isn't entirely unfair though, as shields were simply our easiest and most effective way to mitigate damage directly. If you go down a checklist of things you want in a defensive ability you have nearly all of them: Conjured Ward was fast, strong, scaled off your offensive stats, easy to use, and relatively cheap. A lot of our other defensive abilities are either not that great, or just a pain to use. Based on the Dev response from this morning, I'm pretty sure they have no intention of reverting the cast time on shields, so I suppose now is a good of time as any to actually look at why we are worried about such a nerf to a strong ability, and what other skills we have to mitigate this nerf.
Of all of our skills, these are the few that I feel are truly designed to avoid or mitigate damage in way that isn't simply, kill the enemy fast than it kills you. These are specific to just Sorcerer. My biggest pain points/suggestions are bolded if you want to ignore my text wall.
- Dark Exchange
- Unstable Clannfear
- Twilight Matriarch
- Conjured Ward
- Bound Armor
- Lightning Form
- Surge
- Bolt Escape
One could argue that Encase and Rune Prison could belong on this list, but they simply prevent the enemy from hitting you instead of actively mitigating incoming damage. So I chose not to include them for this discussion. From here let's go down the list of what we have available. I will mostly talk about QoL changes here, not straight buffs. A lot of our skills are good in terms of raw numbers, but we don't use them because they don't feel good to use.
Dark Exchange is strong as a heal but comes with a cast time. This is because it offers(ed) a lot of resources and healing up front. This skill suffers the same problems shields do now. Channeled skills interrupt the flow of a rotation (read: not fun to use), and this one in particular is clunky. This is literally the same reason why we all ignore Crystal Blast and use Crystal Fragments procs instead. This skill needs to be more fluid to use. I think there's a lot of ways you could improve this skill potentially. I think the first and best way would be to remove the .2 second "blending time" added on a the end of this skill. Compare the Live version of Crystal Fragments and PTS version which just got a similar change on the instant cast, and it makes a world of a difference. We can animation cancel at the end of almost every other skill, even these new wards, why must we wait through the entire animation here?
Clannfear/Matriarch both suffer from the same issues. PTS 1 helped alleviate the fact that the casting cost on these were so high. However it doesn't really touch on any of the real issues that pets face. Pets take up 2 bar slots. One could argue that this is because they function as a means to soak up damage from enemies, deal some damage, and offer utility. Whether or not that is worth them taking up 2 bars to slot is really up in the air and for each individual player to decide. However what isn't really in the air is that the AI on pets is woefully simple. A pet can't do the same thing a real player can do, they can't think. The problem is that the game treat pets as if they are a real player. They trigger mechanics such as Chain Lightning in vAA, and Sorcerers have no way of effectively controlling them on console. On PC we can only tell them to attack or pull back. I think a more advanced control scheme is probably out of the question since consoles do not have enough buttons. That said, at the very least these pets need to ignore many boss mechanics basically. I can't tell my pet to avoid a one shot mechanic, so why am I punished for running one? In PvP this problem is exacerbated by the fact that you're fighting an intelligent opponent that can focus specifically on your pet, absolutely decimating your utility and damage. With the long cast times, you're now out of what costed you 2 slots. Rework the Rebate passive a la Crystal Fragments so when your pet dies you can summon it again for half cost as an instant cast. Give it a cooldown.
Bound Armor is honestly way too unfocused of a skill in my opinion. The light attack damage and resource passive increase tells me this is a DPS skill. The block mitigation tells me this is a damage mitigation skill. The fact that it increases block mitigation is great and all, but it has never really screamed "Sorcerer" to me. If you changed the name and made this a DK skill, I wouldn't even blink. Sorcerer for the longest time was seemingly about avoiding damage or using shields to avoid it, so what is this "stand your ground" blocking skill doing here? I think the Devs would point to this skill first for the Sorcerer's ability to mitigate damage. We scream "where is our OS skill?" The Devs say "here it is, cast this and block". I barely consider using it. A shield casts instantly and my damage is mitigated. This skill costs more than a shield, doesn't last as long, doesn't mitigate as much damage, and requires 2 actions to work (cast, then block). One could argue this is fair because it also passively gives stats. This skill needs to have a longer duration to be taken seriously; a reduced cost would not be out of the question as well.
Lightning Form gives Major Ward, Major Resolve, and Minor Expedition in addition to dealing damage at close range. That's a lot from one skill. Major Ward and Major Resolve aren't anything to write home about since everyone gets that, but it's definitely something that we should be looking into when dealing with dying. Thing is, we are all double barring bound armor to keep those dps buffs up. Stamina users have to have this skill because they literally have nothing else. Magicka Sorcerers have very little room as it is. The damage it deals is very low, and we don't want to be in melee range anyway, so other than to proc Implosion, the damage is basically flavor text. I've maintained that this skill should have the passive resource bonus instead of Bound Armor having it and place the Major Ward/Resolve on Bound Armor, as this focuses the skills and brings them both more in line with ZOS' new philosophy of "damage vs survivability". Ultimately there's nothing wrong here though, we're just starved for bar space and can barely afford it while keeping up with the damage output of other classes.
Surge is a great skill, but most people don't bother slotting it because we can get Major Sorcery and Major Brutality from potions. The secondary effect doesn't do anything unless you're actively damaging an enemy, and even then you must land a crit. In terms of survivability alone, I don't really see much more you can do with this skill without making it the mess it used to be. (For newer players it used to heal you for a % of the crit and the heal portion didn't have a cooldown, essentially giving you unlimited healing with high enough crit + aoe damage).
Bolt Escape should be a class defining skill. When I think Sorcerer, I should think "they're the ones with the magicka based dodge". When I see incoming damage, I should be able to avoid it via Bolt Escape instead of just shielding and tanking the damage. What's the problem here? In theory this skill is amazing, but the execution is poor. If this skill were properly executed I think Bolt Escape would be the Sorcerer's answer to OS damage. Essentially this should be a Magicka dodge, but it's not. I see a lot of people complain about the stacking cost and want it removed. I don't think that's the proper fix. Dodging has an increased cost associated with it, and yet dodging works just fine. The problem with Bolt Escape is that it sends you flying off in a single direction, doesn't maintain your momentum like dodging does, and maintains your z position until the end of animation, where you stop moving at the end and drop to your new z position if you're in the air. Bolt Escape needs to maintain your momentum and function like a dodge. If you cast it while standing still it moves forward, but if you are strafing, I want it to move me in the direction I'm moving, not where I'm looking. If I cast this down a hill I want to follow the hill/stair's angle, not go flying off it and drop straight down. Ball of Lightning should remove snares, and dodge/avoid damage and projectiles. Basically I think it should function like how a dodge does, but uses magicka instead. It is not out of the question to ask for this since we use up a valuable skill slot just to use it. Streak should not provide those same benefits, but should provide a slightly longer stun so that it can be used more offensively. These changes fall in line with ZOS' new philosophy of damage vs survivability.
tl;dr: With shields being nerfed, sorcerers need to look at our other defensive options, but ZOS needs to look at them because there's a lot of QoL changes that could be happening here. Suppose this really belongs in the other sorcerer feedback thread. Oh well.
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
joaaocaampos wrote: »ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
@ZOS_RobGarrett Instead of increasing cast time, you could increase the cost, just as you did with Healing Ritual. The same cost.
- Annulment costs have been increased to 7290 Magicka from 4590 Magicka. There is also the equivalent for Conjured Ward.
Malem_Benign wrote: »Dear all,
I played ESO for the last several months, and can say that it's one of the best (or is the best) fantasy mmo game ever I played from the very beginning, from Ultima Online.
It's brilliantly developed, has a lot of PVE and PVP stuff, great story, beautiful design, lack of boring grind. It's truly immersive. The little greedy part with crown store prices makes the fly in the oitment, but that's no problem after all for me.
But now I read the upcoming changes to the classes, and I stumbled confused. Why? What for? What is the cause of such changes? I played a lot of different PVE and PVP games, and from my humble opinion the balance in the game is in good state. Especially if we say that ESO isn't pure PVP game, but more PVE, COOP... and PVP game.
First of all I shocked by Sorcerer shields nerf...
I don't see any ultimate OP in that skill at all, but it helps a lot both in PVE to save from instant death and in PVP to keep alive a little bit more against some OP melee builds. So what is the purpose of that change?
If you say that's for PVP, then please explain to me how this will affect the balance? PVP DD Sorcs will kill everyone in sight like before. Heal and PVE builds in PVP will just have no chance to survive. And once again - this is not a pure PVP game, as far as I know.
If you say that's for PVE - then I'm totally confused. This will bring hell to single and coop PVE players without any reason. Some challenges will be unbearable.
So after all what is it for? Any explanations?
If you need so much the PVP balance changes - then why don't you leave current shields for PVE?
I seen before such toxic changes in once very popular and interesting game for me - World Of Tanks. After years of such toxicity, when unreasonable changes made suffer different groups of players each time - a lot of good players (and good payers) left including myself. Now the're trying to get us back by different new features and invitations, but that doesn't work - no trust anymore.
So please, don't make these toxic changes, not only for sorc shields. Keep an eye on the community. Don't listen to haters, that just play for the different class at the moment.
And what I can suggest for the community members, I can say that in nowadays there is only one real way to influence games development - money. Don't pay for what you don't like. Stop paying for what spoiled your trust, unsubscribe when changes harm you in any way. Trust me, financial reports is the best way for company to acquire feedback from the community. Vote by your money. Pro or Con.
I say:
#VOTENOESOTOXICNERF
@ZOS_RobGarrett Instead of increasing cast time, you could increase the cost, just as you did with Healing Ritual. The same cost.
- Annulment costs have been increased to 7290 Magicka from 4590 Magicka. There is also the equivalent for Conjured Ward.
boombazookajd wrote: »
@ZOS_RobGarrett Instead of increasing cast time, you could increase the cost, just as you did with Healing Ritual. The same cost.
- Annulment costs have been increased to 7290 Magicka from 4590 Magicka. There is also the equivalent for Conjured Ward.
Bad idea as well. Sorcs have sustain issue already.
AhPook_Is_Here wrote: »The reason why they are going after sorcs is because our shields are redundant and stack-able. If they insist that our class shields must be nerfed, instead of letting them make that skill useless we need a new skill that is worth using before the pts ends.
I really dont know how sorcs gonna survive in pvp now.
Even if we now also stack into high resistences and impen. We dont have healing to compensate our loss of shields.
If you use healing ward we have now way to pretect it. Normally we protect healing ward with other shields. If we try now to protect it, it takes more then 1 second to get our shield up. Healing gets cast if we are low hp, so execute multipliers already comes into this. Basicly healing ward will be gone before our conjured ward kicks in resulting in no healing and pretty much a respawn.
Are we now forced into slotting pets to get some healing? Sorcs dont have a reliable source of healing that can compensate the loss of shields.
Resto also wont really help. Rapid Regen or Mutagen ticks was to low to rely on and also we cant get any proper mitigation to outheal incoming damage. Crit Surge with lightning form and hoping lightning form crits so we get 1k heal?
Cant See any was to make sorcs work without shields. No class heal, healing ward gets destroyed before it will heal us or even if we manage to get a heal from it ,it comes with 6 seconds (?) delay....
Cant a dev pls tell me how to survive in pvp now?