ruikkarikun 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.
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%.
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.
ruikkarikun 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.
Just eliminate shield stacking & let Conjured Ward (and its morphs) incurs additional cost (like Streak) on successive use.
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)
StamWhipCultist 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.
StamWhipCultist 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.
ZOS_RobGarrett wrote: »Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.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?
ZOS_RobGarrett wrote: »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: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 shield would start at 12,250. (35k Magicka * 0.35 coefficient)
- The shield would be halved by Battle Spirit to 6,125.
- 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.
StamWhipCultist 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.
Savos_Saren wrote: »StamWhipCultist 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.
ruikkarikun 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.
cpuScientist 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.
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.
- 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
Savos_Saren wrote: »StamWhipCultist 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.
ZOS_RobGarrett wrote: »Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.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?ZOS_RobGarrett wrote: »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: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 shield would start at 12,250. (35k Magicka * 0.35 coefficient)
- The shield would be halved by Battle Spirit to 6,125.
- 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.
cpuScientist wrote: »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.