PTS Update 20 - Feedback Thread for Sorcerer

  • ezio45
    ezio45
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    6k shield, no other form of damage mitigation, none. we dont have blade cloak, we dont have shuffle, no stam to cc break or roll dodge, no resistance buff outside or major resolve and ward, no passives for increases to health, Sorc doesnt even have a decent heal.

    Every other class stam or mag has passives for increasing resistance, health, healing revived/ done as it applies to self heals, heals as a spammable, an instant cast burst heal. they all have at least 2 or more of these, even nightblade

    Sorc has:

    passives:
    expert summoner (Tied to a summon that can easily die, cant be use all the time and doesnt apply for non pet sorcs)

    abilities
    Twilight: heal that can die, cant always be used, applies only to pet sorc
    dark exhange: burst heal with cast time
    Surge, only applies to pve

    Aegis: aegis is a joke
  • Derra
    Derra
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    @ZOS_Wrobel @ZOS_RobGarrett

    Different topic:

    Now that runecage is telegraphed and dodgeable - wouldn´t it be reasonable to associate the dmg part of the ability to the stun hitting the target (remember thats dodgeable and telegraphed) instead of having it tied to the ability run it´s full duration which basically never happens in pvp anyway?
    Not the stun breaking but the stun hitting the target (so we don´t get the delayed dmg problem again).

    I think that would go a long way in making the ability an actual competetior to just slotting destructive touch.
    <Noricum>
    I live. I die. I live again.

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

  • Sange13
    Sange13
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    Derra wrote: »
    @ZOS_Wrobel @ZOS_RobGarrett

    Different topic:

    Now that runecage is telegraphed and dodgeable - wouldn´t it be reasonable to associate the dmg part of the ability to the stun hitting the target (remember thats dodgeable and telegraphed) instead of having it tied to the ability run it´s full duration which basically never happens in pvp anyway?
    Not the stun breaking but the stun hitting the target (so we don´t get the delayed dmg problem again).

    I think that would go a long way in making the ability an actual competetior to just slotting destructive touch.

    Or have it deal bonus damage if it ends early. Make it a trade-off in PvP since the counter play is to evade the telegraph.
    IGN: Sange-13
  • ezio45
    ezio45
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    Honestly I dont know what to do at this point. We have been over this for weeks and their answer is this. This is as bad if not worse than the cast time
  • Gnozo
    Gnozo
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    Reduce overall shield size by 50% but battlespirit doesnt reduce shields anymore.

    PvE wise, shields are still good but not overpowered and not many dds stack into max magicka, more into spell damage.

    PvP wise, shields can take critical hits and share the same resistences that you have. Making them weaker cause one crit ultimate deletes your whole shield literally and to work against this you need to invest into defense with phy/mag/crit resist.

    Still a nerf to shields pve and pvp but they are not useless anymore.

    Any thoughts about this? @Derra or @Galarthor
  • Galarthor
    Galarthor
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    @Tonturri

    If 100% is already not enough on live, 80% will definitely not be sufficient!

    The "absorb certain number of attacks" problem could be easily solved by making the shields sufficiently large (like Warden shields). That way, the 3 to 5 attacks are absorb and shields can still be broken with the number of attacks rather than their damage.

    I agree on the passives though, many of them are borderline to useless and might as well be passives of another class that sorcs lack the specific abilities to activate.
    Feanor wrote: »
    A 40% HP shield size cap is a pretty substantial nerf on top of being able to take crits though. It’s less pronounced in noCP, but I’d call it a nerf there too. At least the cast time seems to have been abandoned as an idea.

    That idea is as bad as having shields being affected by resistences, b/c it will give the largest shields to the already tanky tanks rather than to the squishy light armor builds as compensation for their lack of resistences.
  • Zer0oo
    Zer0oo
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    so no pooooop animation for shields but an dead on the floor lying sorc instead?
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • Jaimeh
    Jaimeh
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    Class reps, please urge them to reconsider the removal of the Overload bar; sorcs have to contend with double barring two pets, that's four slots for two class skills, something no other class has to deal with. Plus, the bar gave a much needed utility to sorc tanks and healers who have been underperforming in these roles compared to all other classes. This is not something to be brushed over. There was a reason why Overload was designed this way, if they go through this change then they should drastically alter the whole class, including pets, etc., otherwise it really makes absolutely no sense. I'm sure you have brought these concerns to them already, but please continue to do so.
  • RaddlemanNumber7
    RaddlemanNumber7
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    Can we get a new Sorcerer feed back thread please. Now that the shield changes in 4.2.0 are being reverted most of the stuff in this 39 page thread is irrelevant.
    PC EU
  • Galarthor
    Galarthor
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    Derra wrote: »
    Galarthor wrote: »
    @Derra

    I don't dislike the idea in general. It actually sounds interesting, hower, I think there are several issues that have to be address first in order to implement such a shield change.

    1) 10000 PvE turns in 5000 PvP which is pretty much nothing.
    2) 3000 each second in PvE turn into 1500 each second in PvP, which is not even worth mentioning.
    3) There is no space on sorc bars for HoTs to actually suppelement the "Shield HoT".
    4) 1vX / outnumbered survivability is already very bad on live and will be exorbitantly worse due to the lower inital shield.
    5) Shields on live are already pretty weak where you have to recast them every 1 or 2 sec even in many 1v1 situations. Cutting shield strength in half will make the problem only worse, increasing the need to shield stack - something we want to get rid off.
    6) Lack of bar space to compensate for lower shields.

    A solution could be something very similar to the Warden Shields, just not only for ranged attacks - i.e. have shields have a large size, but only absorb 3 to 5 attacks. At the same time get rid off stacking Ward + Annulment.

    Though I still believe, there isn't really an issue with shields other than the psychological issue of not seeing HP drop when you hit the target thus depriving the opponent of a sense of accomplishment. Sorcs stacking Ward + Annulment can be annoying, but so can be templars combinging block + BoL, DK combining block + heal, NBs combining dodge + cloak, ....
    The principle is the same, these combos are even often times far stronger than stacking 2 shields, but they don't deprive the opponent of a sense of accomplishment and are thus not perceived as strong as / stronger than shields.

    1)You´re forgetting about hardened additional 23% - same goes for dampen.
    2)You´d be getting about 6200 shield as spammable + 1850/s (if you ever played with an infused shield glyph you know this is substential dmg mitigation). This is also on a build with low bastion and only 43k magica so on the low to mediocre shieldstrengh end of the spectrum.
    3)There is space if you´re no longer forced to slot harness over any alternative (the change would imo achieve this).
    4 + 5 +6) have nothing to do with changes to shields and are general class problems and i don´t think you can make an actual argument around 1vX.
    I personally think it would improve sorc playing experience if you´re smart instead of shieldbuttonmashing.

    You´re also focusing way too much on the numbers - original posts says it´s an example and that would be very easy to adress if it proves to be too potent or too weak.

    I do think there are problems with shields - albeit they´re exaggerated a lot on the forums and i do think changing them will improve gameplay experience for sorcs and when fighting them.

    Personally i think a shield absorbing x attacks with no dmg would be downright horrible - have you ever thought about how many attacks a dot build dk or templar gets on you per second?
    Embers, volatile (x2 if you attack him), breath, inferno, skoria whip aaand you´re already dead :P

    1 + 2) 6150 Shielding will not be enough if the 12000 you are currently getting on live isn't. Even in 1on1 situations you will take more than 1850 DPS. Even the 3700 shielding you'd get from 2 shields is easily out DPS'ed, which means you'd have to recast your shields just as you have to currently on live. However, there will be one major difference: your recast shields will only have half the strength, bringing us back to the beginning of this point. You also have to keep in mind high burst combos will will easily break through the 1850 or 3700 shielding and squash the light armor wearer underneath due to the lack or resistences. And sorcs cannot really afford to wear LA sets that offer resistences as set bonuses as they already struggle with sustain when wearin sustain sets.

    There also isn't much room to increase you max magicka beyond 43k as the stamina demand is just too high in PVP and DPS does not scale as well as with magicka as with spell damage, which is problematic since sorc damage has already taken quite a large hit in PVP.

    3) But nothing changes about the need for Harness Magicka. On live you pretty much only use it before the fight starts and when you are fighting other magicka builds as a subsitute for Hardened Ward in order to not lose the "sustain battle". In the fights themselves you usally only use hardened ward since by time you get around to cast harness your hardened ward is already depleted and recasting hardened instead of casting harness offers you greater protection at lower cost, so there is really no reason to use harness outside of prolonged engagements against magicka builds.

    4 + 5 + 6) I agree that balancing should not be done around 1vX. However, as long as ZOS is pushing large engagements and magicka defenses are already ridiculously outclassed by stamina mechanics in this regard I don't think making shields even weaker for this kind of engagement is a good idea without any compensation.
    This problem also goes beyond 1vX and affects XvX where multiple targets might hit you (coincidentally), which is not a problem when you dodge, block, or have high resistences since they mitigate damage based on % rather than an amount. But you are pretty much screwed when you have neither of the above in abundance and have to rely on heals or shields with an upper limit.

    Don't get me wrong, I like the idea, but it requires a lot of changes on many frontiers in order for it to be viable.

    As for my focus on numbers:
    My main point is that currently on live the amount of shielding (100%) is already oftentimes not enough, therefore anything below 100% cannot be enough. I would only work with a substantial buff to shields and there is no way you can sell that to stamina players. If you manage to solve the 1vX or XvX problem, then replsenishing shields would be very interesting. But even then the additional shielding per second would have to be high enough to incentivize players not to recast the shield and high enough to actually keep players alive.

    You are right about the DoT builds though. I was way too focused on direct damage :disappointed:
    But that could easily be fixed by having DoTs and direct hits count differently (e.g. 3 DoTs take away 1 stack / shielding against an attack, while 1 direct damage takes away 1 stack). Numbers would ofc have to be refined, this is just to illustrate the concept.
  • Galarthor
    Galarthor
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    Derra wrote: »
    @ZOS_Wrobel @ZOS_RobGarrett

    Different topic:

    Now that runecage is telegraphed and dodgeable - wouldn´t it be reasonable to associate the dmg part of the ability to the stun hitting the target (remember thats dodgeable and telegraphed) instead of having it tied to the ability run it´s full duration which basically never happens in pvp anyway?
    Not the stun breaking but the stun hitting the target (so we don´t get the delayed dmg problem again).

    I think that would go a long way in making the ability an actual competetior to just slotting destructive touch.

    Rune Cage definitely needs a better secondary effect to even be considered somewhat of a competitive choice. It could also be a buff or debuff added similar to what Fear got.

    I hope ZOS will fix the shields fast so we can get down to the other issues sorcs have.


    @Gnozo

    That was my initial thought as well. Whenever I PvE'ed I found shields to be too strong (though I did not do the "perfected" trial runs).
    Combined with preventing shield stacking that should have solved the issue, which is clearly PvE-based (see rep notes).
    Edited by Galarthor on September 27, 2018 9:17AM
  • ArvenAldmeri
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    So they revert really bad change to another really bad change that makes shield utterly useless in pve because it gets one shot. And because sorc don't have any reliable heal over time its really rip for sorc. Why they always have to do drastic changes instead of more smaller ones? My shield is about 20-24k in pve. Thats about 8k with this nerf. Want to nerf it this much? Give us something else as a valid replacement to stay alive. Or dont nerf it as much. Is this because of pvp? Make sheild capped based on health only in pvp. Too strong in your opinion in pve? Make it at least worth slotting because I am not slotting something that gets one shot instantly (yes, pve mobs one shot 8k shield), if you want to nerf it cap it at 15k sheild size, its still gonna be a really huge nerf for ppl used to 30k shield and big nerf to ppl with 20k shields. But like this its really useless even slotting. I dont know if I wanna ever come back to this game if all that happens is my main char getting nerfed to being more useless.
    Magicka sorcerer from start until the end. Always. Through the good times and the bad, even now when its probably saddest PvE dps it has ever been.
    Even as an owner of one radiant apex mounts I am against radiant apex mounts and anything thats not obtainable by direct purchase.
  • ezio45
    ezio45
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    Can we get a new Sorcerer feed back thread please. Now that the shield changes in 4.2.0 are being reverted most of the stuff in this 39 page thread is irrelevant.

    still very relevant cuz the shield changes still suck and shields still arnt usable
  • Sange13
    Sange13
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    https://forums.elderscrollsonline.com/en/discussion/437982/class-reps-meeting-notes-september-25/p1
    Sorcerer Shields:
    We spent at least 30 minutes discussing shields. The gist of ZOS’s explanation to us what that they wanted to even the survivability between Stamina and Magicka (the specific example that a Magicka build could spam shields without paying attention to a Boss was used), ZOS wanted sorcerers to make more difficult decision regarding their class defense rather than just stack Magicka and have large shields, and ZOS feels that shields are quite a potent defense mechanic in that they are both excellent reactive and can be used proactively (something Breath of Life cannot do).

    Every rep that spoke remarked that sorcerers already have to make difficult decisions with builds because sustain is an issue and lack of bar space, which means they already have trouble securing legit kills in PvP (i.e. not kill stealing by spamming mage’s wrath). We also noted that making shields so they can be critically hit was already a significant nerf that deserved testing on its own, and that the one-second cast-time will get sorcerers killed in a competitive PvP environment. We also said that ZOS has hit sorcerer offensive capability pretty hard the past year, which makes the sort of build diversity they want harder. They acknowledged this and did more than insinuate that sorcerer offense is going to be reformed in the future (at one point, a dev asked out loud if they could be specific. They could not). We told them without these offensive changes it was asking too much to hit the sorcerers with a nerf to their defense first and make them wait for this vague promise in the future. We also mentioned, numerous times, that the mechanic of cast-times is something that is disliked by many people because it breaks the flow of the fluid and ast paced combat that defines ESO. We also went through a bunch of other various reasons that folks on the forums and discords brought up. In short, we pressed and that’s why it lasted over 30 minutes.

    With the changes to resistances, having instant cast damage shields is even going to make them even stronger in PvE. We acknowledged this as a potential issue and agreed some adjustment was going to be needed. ZOS seems to be open to refinements and reforms that match their desired goals. The Devs have indicated they are well aware of the feedback, they saw the memes, they know this is a huge change. Some ideas were bounced around. Someone (I forget who) brought up the possibility of lowering the shields to a desired size for PVE and adjusting Battlespirit so they aren’t useless in PvP. My impression is that ZOS is agreeable to making a different sort of adjustment, but they still want to keep their goals of Stamina Vs. Magicka survivability, want some sort of diversity into how sorcerers defend themselves, they don’t want a Magicka build spamming shields while ignoring PvE mechanics. The Devs ended our conversation with the thought whether or not a morph choice would be well received, that is if one morph had a one-second cast time and you got a large shield and another morph which removed the cast-time, but you’d get a smaller shield (the strengths were not mentioned specifically).

    There’s only so much I can type and not every detail from our conversation is printed above. I came way from this conversation with the impression that the Devs are open. They know it’s a big change, they know there are potentially better ways to achieve their goals.

    ---

    Sorcerers:
    Much of their feedback was included in the discussion with shields. Sustain isn’t good, mobility took a hit, offense was nerfed, etc.

    The week 2 changes to Dark Deal were needed and the skill is something that sorcerers can work with now.

    We talked about sorcerer ultimates. The loss of a third bar from Overload has crowded sorcerers’ bars and ZOS is asking players to completely change how the class is played. ZOS indicated that they were thinking of changing one of the Ultimates into a Stamina morph since they were the only class that didn’t have one and the reps simultaneously said “Air Atronach”.

    Overall we felt that from a Stamina sorcerer perspective, update 20 was more about what was being taken away, rather than was being added to make the class more interesting to play. The same, of course, is true from a Magicka perspective.

    It seems to me that a reversal in the order of application might be in order. Provide the buffs to the class first, then dial back the areas that need it. Even if this creates a period where something might feel a bit OP for awhile, it's better than the opposite where players feel helpless. People rarely quit or unsub because their class is too strong!
    IGN: Sange-13
  • Galarthor
    Galarthor
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    Sange13 wrote: »
    It seems to me that a reversal in the order of application might be in order. Provide the buffs to the class first, then dial back the areas that need it. Even if this creates a period where something might feel a bit OP for awhile, it's better than the opposite where players feel helpless. People rarely quit or unsub because their class is too strong!

    You fail to see the whole picture. Your class being OP means some other class is too weak causing those players to leave. And with your class being OP it is dominating all others, which means a lot of players playing a class that is too weak and therefore (potentially) leaving. While when all classes are balanced except for one which is too weak the number of potential leavers is limited to 1 class and thus far lower.
  • kind_hero
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    So much effort to nerf the magsorc, because it is a glass cannon with a over-performing shield, but the sniper bow builds that spam snipe/poison injection which kill you in 2 shots are fine. I don't say nerf those, but somehow the argument of having to reduce the defences of a class that is already quite limited in defences, with a shorter ability bar than other classes, is hard to understand from this point of view.
    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • Biro123
    Biro123
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    So they revert really bad change to another really bad change that makes shield utterly useless in pve because it gets one shot. And because sorc don't have any reliable heal over time its really rip for sorc. Why they always have to do drastic changes instead of more smaller ones? My shield is about 20-24k in pve. Thats about 8k with this nerf. Want to nerf it this much? Give us something else as a valid replacement to stay alive. Or dont nerf it as much. Is this because of pvp? Make sheild capped based on health only in pvp. Too strong in your opinion in pve? Make it at least worth slotting because I am not slotting something that gets one shot instantly (yes, pve mobs one shot 8k shield), if you want to nerf it cap it at 15k sheild size, its still gonna be a really huge nerf for ppl used to 30k shield and big nerf to ppl with 20k shields. But like this its really useless even slotting. I dont know if I wanna ever come back to this game if all that happens is my main char getting nerfed to being more useless.

    You really shouldn't look at it in terms of your current build. Major changes in mechanics like this means needing to change your build. Now you just need to drop a bit of mag and add a bit of health to make your shields stronger. For PVE, should be easy (not sure about the impact to end-game parses though, but it sounds like you're talking solo as you're mentioning no heals).
    Just be happy you're not trying to figure this out for PVP, where they'll be taking a ton more damage from crits too!
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • visionality
    visionality
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    Dutchessx wrote: »
    Again, in my opinion there is another way to implement developers changes without cast time. That's it, I don't know how about all others, but I'm not asking them to leave all as on live server. I just want them to make their changes in other way, without cast time.

    Why? I think cast time is wrong because let's face it - this game based on instant abilities, so that's why many of us enjoy it instead of other games.

    What I would like to see from the developers is where are they going with the magicka version of the class. How do they see it fitting into end game play. If they are taking away my play style of being a mobile damage dealer, what is their vision for the class or is it just a mindless nerf?

    @ZOS_GinaBruno, @ZOS_JessicaFolsom, @ZOS_Wrobel.

    its just a mindless nerf
  • xericdx
    xericdx
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    A part from the Shield discussion and the loss of the 3rd bar, can some of the players with access to PTS give us some feedbacks on how overload performs ?

    The toogle to activate overload is instant or still clunky like it is live? How about light attacks ? Are they as responsive as normal light attack with possibility of animation cancelling or no? Tooltip after 60% nerf in comparison to Force Pulse?

    Sorry for not checking myself but cannot download the PTS. Thanks in advance!
    Characters
    Primo Aldouine (MagSorc), AD
    Kro'zuc Primo (StamDK), AD
    Primo Leyla, MagDK, DC
    Primo Salazar (MagPlar), AD
    Leyla Softpawn (StamBade), AD
    Shaz Primo (MagBlade), AD
    Marcus Primo (MagDen), EP
    Elonthor Primo (StamDen), AD
    The Red, MagNecro, AD

    You like housing?! We have the place for you: Tamriel Homes Guild! Contact me for info (in-game ID @xericdx) or visit our website https://tamrielhomes.com/
    PC EU
  • Emma_Overload
    Emma_Overload
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    xericdx wrote: »
    A part from the Shield discussion and the loss of the 3rd bar, can some of the players with access to PTS give us some feedbacks on how overload performs ?

    The toogle to activate overload is instant or still clunky like it is live? How about light attacks ? Are they as responsive as normal light attack with possibility of animation cancelling or no? Tooltip after 60% nerf in comparison to Force Pulse?

    Sorry for not checking myself but cannot download the PTS. Thanks in advance!

    It's good but not great. Getting in and out of Overload mode is reasonably fast. I wish the travel speed of the projectile was a little faster, but overall it works as advertised.

    Most importantly: weaving light Overload attacks with regular skills WORKS. Careful testing will be required to see if the DPS boost compares favorably with other ultimates.
    #CAREBEARMASTERRACE
  • Chilly-McFreeze
    Chilly-McFreeze
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    What would be nice for StamSorc is to move Dark Deal to Daedric Summoning and Bound Armaments to Dark Magic. That way a lot of us StamSorc can actually make use of the Daedric Protection passive. Then, make Blood Magic passive proc when you use bound armaments, would synergize with the "tank" aspect that ZoS is trying to push with Bound Armaments.

    @BaylorCorvette
    I have to disagree. Opportunity costs for BA would sky rocket. Which may or may not be a good thing because I can finally free myself from using it.
    On live, by only slotting BA you gain: 8% stam, 2% weapon dmg, 20% health & stam regen, 11% light attack damage.
    You'd lose the regen, which is really important. You could slot d/d instead to get the regen back but without it you'll lose 8% stam and la damage on your main bar, which is important as well.

    But most importantly, you won't benefit from the blood magick passive because it says "When you hit an enemy with a Dark Magick Ability, you heal for 10% of your max health.". But you can't hit anyone with Bound Armor anyway.
    It won't work like that, not if they don't change BM from "hit" to "use" or "get hit while active/slotted".
    Get hit while slotted could make it overperforming.
    Get hit while it's active is underperforming for stamsorcs because BA is only active for 3s, cost 2.8k+ stam but has a niché active part (which contradicts the either/or philosophy btw). But it could be interesting, if not again overperforming, for magsorcs since they could throw mines out in the wilderness for 30s and get potentially 60 heal ticks.
    For BM as on use is too tiny as it's a one time heal of 5%-10% for it's cost.

    Now on status quo:
    On your main bar, you want as much damage as you can get, and right now Bound Armor buffs that and it buffs your regen as well. It's a strange skill since it's passive part screams damage but it's active part is for defense. It's nearly mandatory for a DD but it also becomes a dead slot. I think they should add something more universally useful to it.

    I'd opt for something healing related, like a player-only vigor/ dark cloak, a burst heal or a good boost to health regen, which would synergyze well with the current Daedric Protection.

    I'd even say sorcs need to become more mobile. Although I'd love to see a snare cleanse/immunity on Bolt Escape (it's already the mobility skill, so it would make sense), the second best option to add it would be this skill. You already get good benefits from slotting it, now a snare immunity would make it actual worthwile.

    But that wouldn't solve the self-contradiction in times where ZOS wants you to be either offensive or defensive in your skill choice (which is a lame approach btw). So since this skill already gives offensive buffs, maybe it should become the spamable skill instead?
    It probably sounds strange at first. But look at what other classes have as spamables, just as example:
    NB get a stun & off balance (dmg boost) from sneak + major fracture (2nd dmg buff) or sneak speed + 438 crit rating (passives)
    Templar get AoE & snare + major savagery or healing + Burning Light proc chance (passive)

    So, with the skill's passives remain untouched and just added simple (single target) dmg component to it, it would be somewhat in line with other class spams passive wise, but numbers are of course always up to debate. But then your ba/dd swap proposal would also make sense, although I prefer constant 20% regen over 5%-10% heal every now and then.
  • Aldul
    Aldul
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    Stibbons wrote: »
    Macro instant cast sorc shieldstackers must stop and this is result.

    wtf? :D
    - - PVP -only, sorc-only - AD Veteran - -
    - CULTURES Social Guild (EU) -
  • technohic
    technohic
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    If total shield strength is universally set to 40% health, then they should remove battle spirit shield reduction.
  • visionality
    visionality
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    On a side note: This is the status-quo in PC EU's main PVP campaign, Vivec. It's 2 PM in the afternoon and the campaign is devoid of players. This is how attractive PVP is for players now. Imagine next patch, when the whole light armor class has been eradicated.

    iplkfiyyjaxo.png
  • Galarthor
    Galarthor
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    Stibbons wrote: »
    Macro instant cast sorc shieldstackers must stop and this is result.

    So .... rather than address "cheating" itself your solution is to break the class and punish the 99.99% of innocent magicka players while it might not even affect the 0.01% cheaters? Great idea. I hope they never let you anywhere near a position of power.
  • Zer0oo
    Zer0oo
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    xericdx wrote: »
    A part from the Shield discussion and the loss of the 3rd bar, can some of the players with access to PTS give us some feedbacks on how overload performs ?

    The toogle to activate overload is instant or still clunky like it is live? How about light attacks ? Are they as responsive as normal light attack with possibility of animation cancelling or no? Tooltip after 60% nerf in comparison to Force Pulse?

    Sorry for not checking myself but cannot download the PTS. Thanks in advance!

    The overload damage is ~2x of normal light attack damage. I just did some short testing but i found the damage poor and you do not recharge ulti while in overload mode. The activation works quite nice and weaving is like normal light attacks (overload just replaces them). The speed of them are the same as it is live. I personal do not really think overload is a good dps ulti but it helps with sustain.
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • Sange13
    Sange13
    ✭✭✭
    Galarthor wrote: »
    Sange13 wrote: »
    It seems to me that a reversal in the order of application might be in order. Provide the buffs to the class first, then dial back the areas that need it. Even if this creates a period where something might feel a bit OP for awhile, it's better than the opposite where players feel helpless. People rarely quit or unsub because their class is too strong!

    You fail to see the whole picture. Your class being OP means some other class is too weak causing those players to leave. And with your class being OP it is dominating all others, which means a lot of players playing a class that is too weak and therefore (potentially) leaving. While when all classes are balanced except for one which is too weak the number of potential leavers is limited to 1 class and thus far lower.

    I get where you're going with this, but that's not how it actually plays out unless that class is left in that OP state for a long time. If we're talking about an update every 2 weeks to tweak and fine tune it, especially if they are transparent about this approach, it would actually be just fine in the long run. I doubt many people would leave at all, especially since there would be new incentive to try out the changes and feel out the class; nobody sticks around to feel out class-breaking nerfs. =)
    Edited by Sange13 on September 27, 2018 1:07PM
    IGN: Sange-13
  • Thraben
    Thraben
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    xericdx wrote: »
    A part from the Shield discussion and the loss of the 3rd bar, can some of the players with access to PTS give us some feedbacks on how overload performs ?

    The toogle to activate overload is instant or still clunky like it is live? How about light attacks ? Are they as responsive as normal light attack with possibility of animation cancelling or no? Tooltip after 60% nerf in comparison to Force Pulse?

    Sorry for not checking myself but cannot download the PTS. Thanks in advance!

    The animation of the activation is exactly the same as before. Yes, you can weave it. Your Ulti regeneration will suffer, though.
    In PvE, it will probably help with sustained damage. Probably still worse than the possible air atronach.

    In PvP, it´s not even enough to counter TrollKing´s health generation, unless you use a dedicated setup and waste a lot of bar slots (2-3) to make it work. Bar slots you no longer have without a third bar.

    On life I can hit up to 35k with ONE OL light attack on a STAMSORC, not even with optimized equipment (Optimizing equipment for Overload makes not sense when you can expect that 60% of the players will absorb, reflect, dodge, or block it).

    I need only 2 OL light attacks weaved with Silver Bolts against a clueless player before starting with Reverse Slice/ Steel Tornado.
    On the PTS I need to waste 3 times the ulti for the same damage, and roughly twice the time.

    I've already created a build today for the PTS version using Wrecking Blow to empower OL, but I have to admit that this will be more a toy for the "Battlemage" players amongst us, and that a StamBlade could do far more with a similar build without wasting Ulti or relying on one of the clunkiest skills in the game, just because Assassin´s Will is so much better. On MagSorcs, things are similar, or even worse, given how easy it has become to use Assassin´s Will for a ranged MagBlade player.
    Edited by Thraben on September 27, 2018 1:19PM
    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.
  • Aldul
    Aldul
    ✭✭✭
    Galarthor wrote: »
    Stibbons wrote: »
    Macro instant cast sorc shieldstackers must stop and this is result.

    So .... rather than address "cheating" itself your solution is to break the class and punish the 99.99% of innocent magicka players while it might not even affect the 0.01% cheaters? Great idea. I hope they never let you anywhere near a position of power.

    Not speaking about a global cool down, of which I do not know how that could in any way be affected by either a m Macro (an "instant cast sorc" - what the hell @Stibbons, what the heck do you mean by that, can you elaborate?), nor "Cheaters".
    - - PVP -only, sorc-only - AD Veteran - -
    - CULTURES Social Guild (EU) -
  • ZOS_JesC
    ZOS_JesC
    admin
    Greetings, we've removed a few nonconstructive and derailing comments. This is a friendly reminder to keep comments on topic and make sure they contribute to the conversation in a constructive way. Thank you for your understanding.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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