PTS Update 20 - Feedback Thread for Sorcerer

  • keto3000
    keto3000
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    @ZOS_RobGarrett
    @ZOS_GinaBruno
    @ZOS_Wrobel

    Hi. Thank for listening and changes.
    But still it seems you want to nerf sorcerer to the ground.
    I'm scared about PVE.
    You said about "builds should have tradeoffs in reduced survivability".
    Like I'm scared about 40% shiled for pets. If they will die too often whole build will be ruined.

    But main point is about you think shileds make sorcerer overpowered compared to others. Which is not.
    Let's see LIVE server now. Sorcerer in PVE.
    • Pet build are not viewable for vet trials (maybe for 1-2 like Atherius Archive but not like Halls of Fabrication etc)
    • Sorcerer has far far less dps then magicka nightblade.
    • Sorcerer has bad sustain
    • Sorcerer has ZERO debuffs
    • Bad selfhealing (power surge is weak)
    • Low stamina pool, can't use block, roll dodge as any stamina dps
    • sorcerer dosen't have vigor

    So why you still think sorcerer need sacriface somesthing for defence? I don't understand. In your notes you said about bad sustain and pets who die a lot so why do you nerf defence and keep saying that sorcerer need sacriface stats etc for defence?

    I agree that shield stacking is strong, So why can't you make shields not stackable? Somehow. Because single shield is must have for PVE veteran end game. Or you need to buff sustain then if you think 40% shield is enough. Because it's not enough. Again on Live server sorcerer are bad at sustain and endgame vet trials and you make it more more weaker. Where is the logic?

    As for PVP again just make shield critable and not stackable.

    Why other classes (both stamina and magicka) don't need to invest point into hp, use survability sets and sorcerer after your nerf need? Nerfed class which will be the weakest in the next patch need also sacriface dps for survability? It's insane really.

    Hope you can test that 40% HP, and pets problem, and find good solution without cast time. Again sorcerer has bad sustain on LIVE server.

    I hope you won't nerf sorcerer to ground, thanks.


    I agree with this:

    NO cast times

    No capping shields

    Just eliminate shield stacking & let Conjured Ward (and its morphs) incurs additional cost (like Streak) on successive use.
    “The point of power is always in the present moment.”

    ― Louise L. Hay
  • Tonturri
    Tonturri
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    Vahrokh wrote: »
    Tonturri wrote: »
    Please just leave the armor res change and crittable change as is. Adjust the PvE value if you need to and then adjust how much battle spirit cuts shields accordingly. Shields aren't too strong in PvP to start and the crit change is enough of a nerf. Maybe let shields crit and call it a day.

    Imo shields "sweet spot" for nerf would be 60%, not 40%.

    Sadly on PTS I can only solo stuff, my guilds won't play vet and hm trials in there, but "by nose" I think 60% shield strength would be okay. It would still cause a lot of deaths in some specific encounters but it would not be crippling.
    40% is too low for the cost. Either reduce magicka cost by 30% or leave strength to 60%.

    I think that no matter what they do with the shield cap - unless it's extremely high to the point it might as well not exist - they're going to have to make an exception for Healing Ward, else a ton of builds will be out a burst defensive option...and if you create a rule only to start making exceptions, maaaaaybe having it in the first place wasn't the best idea.

    60% of 20k is about what my shields were anyway. Maybe some people will have to fudge around with their builds a tiny bit, but...

    Edited by Tonturri on September 27, 2018 11:34PM
  • Galarthor
    Galarthor
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    Maulkin wrote: »

    They are meeting notes, not patch notes. We'll see when we get the patch notes. It's not that obvious to me.

    After that ingenious 1 second cast time idea I am not too hopeful though ...
  • ezio45
    ezio45
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    ezio45 wrote: »

    as someone who hates pet builds good luck

    there not even viable for half of eso's content

    I had no idea vAS was half of the games content

    Vhof, Vas, Vaa, Cyro, bgs all hard nows to petsorc

  • codestripper
    codestripper
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    ezio45 wrote: »
    ezio45 wrote: »

    as someone who hates pet builds good luck

    there not even viable for half of eso's content

    I had no idea vAS was half of the games content

    Vhof, Vas, Vaa, Cyro, bgs all hard nows to petsorc

    I did vAA and vHoF the other day with my guild, they were not hard. I can't speak to PvP as much but when my friends force me to go in there I go in with all PvE gear and usually win at the top of my group. So I assume it can't be too bad.

    Pretty sure I already said vAS was difficult due to the pets getting mechanics, but vAA you just need to know how to position them to avoid setting off chain lightning on the stamina characters. Most likely not a thing you can do on console so if you're a console player I can understand that.
    Since everyone seems to be doing this,
    DPS Builds:
    - Magicka Sorcerer (Pet) [Flawless Conqueror @ 565CP] - 582k
    - Magicka Nightblade [Flawless Conqueror @ 780CP] - 575k
    - Stamina Sorcerer [Flawless Conqueror @ 420CP] - 560k
    - Magicka Classless [Flawless Conqueror @ 810CP] - 540k
    - Magicka Templar [Stormproof] - 550k
    - Magicka Warden [Stormproof] - 510k
    - Stamina Templar [In Development]
    - Stamina DK [In Development]
    - Stamina NB [Under 50]
  • katorga
    katorga
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    The vast, vast majority of magSorcs hate them. They hate that they need to be double barred, they hate the fact that they get stuck in obstacles, they hate that they can be easily killed (easier now with shield nerfs), they hate that they have cast-time to be re-spawned, they hate that they take 2-3 seconds to run up to targets before they start damaging. They hate them.

    I hate the pets. That doesn't change the fact that they made it a pet class. 1/3 of the class is pets, and they keep buffing the pet part while nerfing all the other parts to try and make the pets usable.

    In Everquest you could equip them with weapons, armor, even use shrink spells on them to make the smaller in raids, and control them well enough to avoid dungeon mechanics. If you gave them proc'ing weapons, they used them and proc'd dmg. They got the stat bonuses from whatever armor you gave them, all player buffs and heals worked on them. Kind of impressive really for something from 1999.
  • ForsakenSin
    ForsakenSin
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    "In Everquest you could equip them with weapons, armor, even use shrink spells on them to make the smaller in raids, and control them well enough to avoid dungeon mechanics. If you gave them proc'ing weapons, they used them and proc'd dmg. They got the stat bonuses from whatever armor you gave them, all player buffs and heals worked on them. Kind of impressive really for something from 1999."


    HOLEY MOTHER OF THANOS can you imagine if we had that choices ? how amazing it would be !
    hell make it so every time they take damage or die their Armour gets broken and we need to repair ir ect charge the weapons as well wow just wow the possibilities of builds would be just amazing !!!

    blows my mind just thinking about it.... and instead i got these ... things... "shurgs"
    "By many i am seen as hero...as a savior of the Tamriel i will not stop until every Daedra every evil there is in Tamriel is vanquish by my hands..
    However i do this for my own purpose to gain trust of mortals to worship me and to eliminate my competition i will not bend my knee to lead your army to serve you Molag Bal , i will simply just take it from you.."--- Forsaken Sin( Magica Sorc)



    Arise From Darkness Forsaken SIn
    "You have been a loyal High Elf Magica Sorc
    Conjure of Darkness, Master of Magic
    Killer of Molag Bal and Savior of Ebonheart Pact
    Until Dark Brotherhood killed you...
    but now..NOW its time to Arise From Darkness once again..."

  • Massacre_Wurm
    Massacre_Wurm
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    Summoner in Aion was my favorite class. Dots , debuffs , melee/ranged offensive pets , personal tank-pet. Pets have various offensive skills , CC skills, taunt.

    I mean here you event cant commands pet to attack/retreat...



  • ruikkarikun
    ruikkarikun
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    @Alcast said noone from class reps didn't say about hp cap shield in his video...
    https://youtube.com/watch?v=QgkHbUJKhs0
  • cpuScientist
    cpuScientist
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    To the pet Sorcs that have commented on here. Do know that the way some of you play petSorc. With both orts and heavy attacks is not the only way to do it. Many use them 1 pet and basic Sorc rotation so the sustain will affect them.

    Also yes because of pets this class will never ever be properly buffed. It's a darn Shame but it's how it will be.

    We don't need additional heals. We have pets. Don't need a dot we have pets. Honestly learn to incorporate pets or play magBlade. Is what ZOS is saying.

    I still refuse to do either.
  • Emma_Overload
    Emma_Overload
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    keto3000 wrote: »
    @ZOS_RobGarrett
    @ZOS_GinaBruno
    @ZOS_Wrobel

    Hi. Thank for listening and changes.
    But still it seems you want to nerf sorcerer to the ground.
    I'm scared about PVE.
    You said about "builds should have tradeoffs in reduced survivability".
    Like I'm scared about 40% shiled for pets. If they will die too often whole build will be ruined.

    But main point is about you think shileds make sorcerer overpowered compared to others. Which is not.
    Let's see LIVE server now. Sorcerer in PVE.
    • Pet build are not viewable for vet trials (maybe for 1-2 like Atherius Archive but not like Halls of Fabrication etc)
    • Sorcerer has far far less dps then magicka nightblade.
    • Sorcerer has bad sustain
    • Sorcerer has ZERO debuffs
    • Bad selfhealing (power surge is weak)
    • Low stamina pool, can't use block, roll dodge as any stamina dps
    • sorcerer dosen't have vigor

    So why you still think sorcerer need sacriface somesthing for defence? I don't understand. In your notes you said about bad sustain and pets who die a lot so why do you nerf defence and keep saying that sorcerer need sacriface stats etc for defence?

    I agree that shield stacking is strong, So why can't you make shields not stackable? Somehow. Because single shield is must have for PVE veteran end game. Or you need to buff sustain then if you think 40% shield is enough. Because it's not enough. Again on Live server sorcerer are bad at sustain and endgame vet trials and you make it more more weaker. Where is the logic?

    As for PVP again just make shield critable and not stackable.

    Why other classes (both stamina and magicka) don't need to invest point into hp, use survability sets and sorcerer after your nerf need? Nerfed class which will be the weakest in the next patch need also sacriface dps for survability? It's insane really.

    Hope you can test that 40% HP, and pets problem, and find good solution without cast time. Again sorcerer has bad sustain on LIVE server.

    I hope you won't nerf sorcerer to ground, thanks.


    I agree with this:

    NO cast times

    No capping shields

    Just eliminate shield stacking & let Conjured Ward (and its morphs) incurs additional cost (like Streak) on successive use.

    Nah. Exponential cost increase like Streak would be a disaster for PvP.
    #CAREBEARMASTERRACE
  • Derra
    Derra
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    keto3000 wrote: »

    Just eliminate shield stacking & let Conjured Ward (and its morphs) incurs additional cost (like Streak) on successive use.

    No thanks. Eso is a game about spamming and adding stacking cost to a defense mechanic does not work - the nonexistant mediumarmor builds for all classes but nb (that can reset the cooldown with cloak) paints a clear picture of that.
    <Noricum>
    I live. I die. I live again.

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

  • GrigorijMalahevich
    GrigorijMalahevich
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    I heard that ZoS listens to class reps - how is that going?
    PC/EU 800 CP.
    PvP MagSorc.
    Pedro Gonzales - Mag Sorc EP vMA Flawless Conqueror clear http://imgur.com/a/CB6j6
    Valera Progib - Stam Sorc DC vMA Flawless Conqueror clear https://i.imgur.com/eYgpXG2.png
    Valera Pozhar - Mag DK EP vMA Flawless Conqueror clear http://imgur.com/a/jrsuK
    Valera Podlechi - Mag Templar AD vMA Flawless Conqueror clear http://imgur.com/a/N0BYq
  • visionality
    visionality
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    Talking only about PVP for the moment. (For endgame PVE, magsorc died a few patches ago already due to the dps-gap and lacking group utility, so why elaborate?)

    If I summarize all of ZOS comments and statements in one sentence, it is like that:
    * Shields should not give light armor builds mentionable survivability.

    First ZOS planned to debilitate shields by giving them an interruptable casttime that makes them a failure in any laggy Cyrodiil, now they replace it with a hard-cap based on max health, which is - due to the passives of light armor - notoriously low. Moreover, all other nerfs remain in place. Shields remain crittable, poison and weapon enchants still proc through shields (a change that is rarely discussed but that is as toxic as all the other changes to shields).

    @Sy1ph5 did a great calculation on the effectiveness of shields with the new changes. His assumptions were still based on casttime, but that does not change the calculations themselves. I can only encourage ppl to read it to understand what ZOS is really doing to light armor/Magsorc builds: https://forums.elderscrollsonline.com/en/discussion/437612/results-of-shield-testing-builds

    Possibly even more enlightening is @PathwayM 's calculation on the effectiveness of shields with the upcoming changes, to be seen here: https://forums.elderscrollsonline.com/en/discussion/437754/math-warning-thoughts-findings-regarding-shield-spell-physical-critical-resist#latest. To put a long caluclation short, this tells you that all changes calculated (and casttime ignored), light armor shields loose 27% of their effectiveness in PVP because there is a huge negative tradeoff between critablity and resistance.

    The hard-capped shield strength is just another deathblow on top. Not only is shields' effectiveness massively nerfed for light armor users, now also their strength is massively limited. What I fail to see - and what ZOS fails to explain - is WHY light armor builds should not be viable in PVP anymore. There are loads of medium and heavy armor builds out there that can easily combine tankyness with massive damage. So they are ok, but light armor builds are not?

    Would like to see an official explanation on that.
    Edited by visionality on September 28, 2018 8:42AM
  • StamWhipCultist
    StamWhipCultist
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    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.
  • Derra
    Derra
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    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.

    You realize i´m not talking about stamsorc do you?

    This is about the 5m range boundless storm of magsorcs. If implosion from that skill is really a problem in your perception i don´t really what to say other than - they could patch it out of the game without compensation and magsorc wouldn´t notice a difference.
    Bringing that up as a problem suggest you have no experience to comment on the topic whatsoever.
    Edited by Derra on September 28, 2018 11:16AM
    <Noricum>
    I live. I die. I live again.

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

  • Chilly-McFreeze
    Chilly-McFreeze
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    No sense in arguing with him, Derra

    Cronopoly wrote: »
    I was about to say... ;)

    All my Stamina main friends in PVP are very quiet now. They already are top dogs in Open world PVP. When I talk to them they just smile... As if saying we feel for you Magicka guys lol. I know they figure they'll have about 3 to 4 weeks to kill the last remaining Light Armor wearers in PVP before ZOS makes some adjustment...should this travesty go live.

    All my stamina friends are super hyped and gloat just thinking about misery magsorc is gonna get.

  • Feric51
    Feric51
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    Drummerx04 wrote: »
    Okay, I appreciate the overall direction... but 40% of my health bar on a 24k sorc shield? So Basically why run hardened ward because I'll always be so far over the health cap?

    Is this 40% for ALL shields stacking or just each shield individually?
    Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.
    itzTJ wrote: »
    So does that change to shields occur before or after battle spirit. Because shields are cut in half in pvp. So if a sorc has like 20-24k health, as most do, then they can expect an 8k - 12k shield? (not the best a math). But if you cut it in half because of battle spirit then a sorc with that amount of health is looking at a very small shield. Can someone clarify?
    The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:
    1. The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
    2. The shield would be halved by Battle Spirit to 6,125.
    3. The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)

    The team will continue to monitor and evaluate the change though.

    Just in case you guys haven't ventured into the class rep thread. Here are this morning's clarifications from Rob.

    Still no mention of whether Bastion applies before 40% cap or after though.



    Edited by Feric51 on September 28, 2018 12:38PM
    Feric51
    Xbox NA

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


  • Savos_Saren
    Savos_Saren
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    Derra wrote: »
    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.

    You realize i´m not talking about stamsorc do you?

    This is about the 5m range boundless storm of magsorcs. If implosion from that skill is really a problem in your perception i don´t really what to say other than - they could patch it out of the game without compensation and magsorc wouldn´t notice a difference.
    Bringing that up as a problem suggest you have no experience to comment on the topic whatsoever.

    It costs 4050 magicka because it grants major resistance buffs, major expedition, and is an AOE. Volatile Armor grants major resistances and has an AOE (that can actually kill the DK if he's Eclipsed)- so less utility, less cost. A Templar's is the cheapest because it only grants resistances, is stationary, and has no damage effect. Hope this helps.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • HowlKimchi
    HowlKimchi
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    Derra wrote: »
    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.

    You realize i´m not talking about stamsorc do you?

    This is about the 5m range boundless storm of magsorcs. If implosion from that skill is really a problem in your perception i don´t really what to say other than - they could patch it out of the game without compensation and magsorc wouldn´t notice a difference.
    Bringing that up as a problem suggest you have no experience to comment on the topic whatsoever.

    It costs 4050 magicka because it grants major resistance buffs, major expedition, and is an AOE. Volatile Armor grants major resistances and has an AOE (that can actually kill the DK if he's Eclipsed)- so less utility, less cost. A Templar's is the cheapest because it only grants resistances, is stationary, and has no damage effect. Hope this helps.

    meanwhile us heavy magblades and stamblades get it as a passive! :)
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • Irylia
    Irylia
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    keto3000 wrote: »
    @ZOS_RobGarrett
    @ZOS_GinaBruno
    @ZOS_Wrobel

    Hi. Thank for listening and changes.
    But still it seems you want to nerf sorcerer to the ground.
    I'm scared about PVE.
    You said about "builds should have tradeoffs in reduced survivability".
    Like I'm scared about 40% shiled for pets. If they will die too often whole build will be ruined.

    But main point is about you think shileds make sorcerer overpowered compared to others. Which is not.
    Let's see LIVE server now. Sorcerer in PVE.
    • Pet build are not viewable for vet trials (maybe for 1-2 like Atherius Archive but not like Halls of Fabrication etc)
    • Sorcerer has far far less dps then magicka nightblade.
    • Sorcerer has bad sustain
    • Sorcerer has ZERO debuffs
    • Bad selfhealing (power surge is weak)
    • Low stamina pool, can't use block, roll dodge as any stamina dps
    • sorcerer dosen't have vigor

    So why you still think sorcerer need sacriface somesthing for defence? I don't understand. In your notes you said about bad sustain and pets who die a lot so why do you nerf defence and keep saying that sorcerer need sacriface stats etc for defence?

    I agree that shield stacking is strong, So why can't you make shields not stackable? Somehow. Because single shield is must have for PVE veteran end game. Or you need to buff sustain then if you think 40% shield is enough. Because it's not enough. Again on Live server sorcerer are bad at sustain and endgame vet trials and you make it more more weaker. Where is the logic?

    As for PVP again just make shield critable and not stackable.

    Why other classes (both stamina and magicka) don't need to invest point into hp, use survability sets and sorcerer after your nerf need? Nerfed class which will be the weakest in the next patch need also sacriface dps for survability? It's insane really.

    Hope you can test that 40% HP, and pets problem, and find good solution without cast time. Again sorcerer has bad sustain on LIVE server.

    I hope you won't nerf sorcerer to ground, thanks.


    I agree with this:

    NO cast times

    No capping shields

    Just eliminate shield stacking & let Conjured Ward (and its morphs) incurs additional cost (like Streak) on successive use.

    You should feel bad for that bad idea.
    Let’s put a cost increase on the only defensive ability a sorc has
  • Nox_Noir
    Nox_Noir
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    Thanks for reverting the cast time idea. It was really not wanted.
  • bardx86
    bardx86
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    bardx86 wrote: »
    Maulkin wrote: »
    katorga wrote: »
    Our supposedly unique class shield is now pretty equal with Harness.

    it shields the pets, that is what is unique.

    Everything about the class is based around the mechanics of being a pet class. I think that is why there are so many fire and forget skills like curse, wrath, liquid lightning. Free up time to micro-manage pets. The overload third bar was specifically there to provide enough skill slots with all of the triple-bar toggles sorcs have.

    If they are going to persist with a 40% cap, sorc health should include pet health in the cap or change the passive for 10% health if pet is active boosted to 15% health per pet. That would keep the shields, maybe, reasonably large enough to keep pets alive, and also encourage pet use for larger shields. ZOS is perpetually trying to get sorcs to use pets.

    With these changes pets also need to scale from both spell damage and magicka, scale better with CP, maybe make the now useless bastion CP specifically buff pets.

    Trying to make Sorcs use pets in PvP only achieves making them reroll magblades.

    The vast, vast majority of magSorcs hate them. They hate that they need to be double barred, they hate the fact that they get stuck in obstacles, they hate that they can be easily killed (easier now with shield nerfs), they hate that they have cast-time to be re-spawned, they hate that they take 2-3 seconds to run up to targets before they start damaging. They hate them.

    If the design was entirely different then maybe. But if my nana had nuts she'd be my grandad.

    Those that can PVP do, those that can't summon pets.

    What do you mean? I don't understand this comment.

    Its an Old Everquest joke. Folks that are good a PVP don't need pets to compete. Crappy players need pets to do the work for them. Once again it's just a joke.
    Edited by bardx86 on September 28, 2018 1:51PM
  • katorga
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    Also yes because of pets this class will never ever be properly buffed. It's a darn Shame but it's how it will be.

    That has been the peril of choosing a pet class in every MMO I've ever played. Typically gear, stats and general power creep increase while the pet stays static, and they become useless unless directly buffed by the devs. Just like here.

    Just a few things I would do to attempt to make pets viable in light of recent changes/nerfs:

    - implement some kind of recall/passive command for pets to keep them from running away, triggering mechanics, or reacting to agro/attacks.
    - Change expert summoner passive to +10-12% health per active pet...increases health, increases shield cap, bigger pet shielding
    - make them scale or mag or stam, whichever is highest, or a combination of mag plus stam, allowing stamina users access and opening up build diversity
    - make the staff/weapon CP increase pet light/heavy attack damage.
    - single bar the pet, but you can't use the special attack and/or they stop damaging while off bar, or they teleport back to you when off bar. Anything, losing the 3rd bar wrecks pets.
    Edited by katorga on September 28, 2018 2:11PM
  • HowlKimchi
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    katorga wrote: »
    - single bar the pet, but you can't use the special attack and/or they stop damaging while off bar, or they teleport back to you when off bar.

    please zos
    Edited by HowlKimchi on September 28, 2018 2:06PM
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • Derra
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    Derra wrote: »
    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.

    You realize i´m not talking about stamsorc do you?

    This is about the 5m range boundless storm of magsorcs. If implosion from that skill is really a problem in your perception i don´t really what to say other than - they could patch it out of the game without compensation and magsorc wouldn´t notice a difference.
    Bringing that up as a problem suggest you have no experience to comment on the topic whatsoever.

    It costs 4050 magicka because it grants major resistance buffs, major expedition, and is an AOE. Volatile Armor grants major resistances and has an AOE (that can actually kill the DK if he's Eclipsed)- so less utility, less cost. A Templar's is the cheapest because it only grants resistances, is stationary, and has no damage effect. Hope this helps.

    You´re wrong on the DK though - it has an AOE dot (which only has to be applied once with double the range of the sorcs aoe) + direct dmg reflect. Which is quite frankly said huge on the dmg side of things when comparing it to stormarmor - the sideeffect with eclipse is manageable.
    Templar one has resouce return associated to it 120 magica or stamina/s...

    Honestly i play all 3 classes and people coming here telling me the sorc armor buff being remotely in the same realm of usefulness as DK or templar baffles me.
    Have you ever played the three classes yourself or are you just talking wiki knowledge - because it sure does seem to be the latter.

    Edited by Derra on September 28, 2018 2:40PM
    <Noricum>
    I live. I die. I live again.

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

  • FrancisCrawford
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    Some aspects of my wishlist:
    • Single-bar pets. More skill slots = more fun.
    • Health cap applied to shields BEFORE Bastion and so on.
    • Cost reduction to shields to compensate for their great loss of strength.
    • Either outright pet immortality, or an INCREASE in shield strength just as applied to them.
    • Global fix to mechanics so that pets can work in any content. I understand that there will always be cases that AI makes the less effective than they could be, and that occasionally they'll aggro something they shouldn't. But they shouldn't be a liability in any other ways than those.

    Also, multiple objectives could be met if we could scale pet size via a UI control!!
    • Pets would be less obnoxious in towns.
    • Pets would cause fewer problems for tanks' need to see the fight.
    • Character "look" would simply have more flexibility.

    Actually, I suspect that there might be two controls -- one for your pets and one for everybody else's. Scaling other people's pet visuals might help with tanking and also with the small-scale PvP trick of cluttering the screen with pets so that PCs are hard to target.
  • Feric51
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    Will be interested to know if Conjured Ward (and morphs) when applied to pets is capped at 40% of player health, 40% of pet health, or (hopefully) the 40% cap does not apply to pet shields since the shields on pets were never the problem in the first place.

    Someone on PTS make it a point to test this please.


    Edited by Feric51 on September 28, 2018 3:31PM
    Feric51
    Xbox NA

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


  • Maulkin
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    Feric51 wrote: »
    Drummerx04 wrote: »
    Okay, I appreciate the overall direction... but 40% of my health bar on a 24k sorc shield? So Basically why run hardened ward because I'll always be so far over the health cap?

    Is this 40% for ALL shields stacking or just each shield individually?
    Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.
    itzTJ wrote: »
    So does that change to shields occur before or after battle spirit. Because shields are cut in half in pvp. So if a sorc has like 20-24k health, as most do, then they can expect an 8k - 12k shield? (not the best a math). But if you cut it in half because of battle spirit then a sorc with that amount of health is looking at a very small shield. Can someone clarify?
    The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:
    1. The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
    2. The shield would be halved by Battle Spirit to 6,125.
    3. The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)

    The team will continue to monitor and evaluate the change though.

    Just in case you guys haven't ventured into the class rep thread. Here are this morning's clarifications from Rob.

    Still no mention of whether Bastion applies before 40% cap or after though.

    Thanks for linking that.

    I'll be honest I like what I'm hearing from that. I still don't think that on its own this is workable from magSorc POV. But from the POV of balancing damage shields as a mechanic, it's a good direction to be taking them towards.

    Now I want to see them adding/improving the HoTs in the magSorc toolkit and maybe giving some more mitigation. Then I can fully get behind these changes. Cause left like this they would still gut magSorc in PvP.
    EU | PC | AD
  • Vahrokh
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    To the pet Sorcs that have commented on here. Do know that the way some of you play petSorc. With both orts and heavy attacks is not the only way to do it. Many use them 1 pet and basic Sorc rotation so the sustain will affect them.

    Also yes because of pets this class will never ever be properly buffed. It's a darn Shame but it's how it will be.

    We don't need additional heals. We have pets. Don't need a dot we have pets. Honestly learn to incorporate pets or play magBlade. Is what ZOS is saying.

    I still refuse to do either.

    You haven't got the memo, do you? ESO is the "Play as We want" MMO!
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