Oreyn_Bearclaw wrote: »Out of curiosity...
For the people that miss Overload's third bar - what builds were you running for what, that needed the third bar?
I was using it on stamsorc.
Frontbar: Ransack, reverb, streak, vigor, Bound Armaments- Overload
Backbar: Dark Deal, Executioner, Hurricane, Rally, Bound Armaments- Dawnbreaker
Overload Bar: Caltrops, Rapid, Shuffle, Critsurge, Flex Spot.
So ye, my buff Rotation needs my 3rd bar to get Shuffle, crit surge and gave me some additional skills for group utility. These skills (caltrops and rapid + whatever the group leader wanted due to my flex spot) made my stamsorc very welcomed in group play. Now i cant effort to run rapid or caltrops anymore due to the loss of my 3rd skillbar wich was already needed to carry all the important buff. So for future, looks like i am forced to drop Bound Armaments to get shuffle and crit surge on my main bar. Resulting in damage loss (8% stam) and sustain loss (20% more health/stam recovery)
Thanks ZOS. Anyway, no competetive group would take my stamsorc now cause i cant offer anything to the group anymore.
Redesign suggestion for Summoning:
Having a Summoning ability slotted, one bar is sufficient, increases magicka or stamina pool by 8%, whichever is higher. Also increases health and stamina regen by 20%. This works while on either bar.
Adjust corresponding NB passive to require only one bar, as well.
Would that solve most of your problems?
I often wonder what it would take to essentially merge bars form a buff toggle perspective, which would remove any need to double bar, well anything. The player would still have to actively swap, but any buff/passive related to having a skill slotted would simply apply to both bars. If you wanted major prophecy, you could back bar IL for example. It would also remove the annoying feature of having different resource pools on different bars (which in terms of health, can actually get you killed).
I think the potential for abuse would be players stacking passives skills on the back bar, and being able to simplify rotations and use less swapping, but honestly, who cares. If anything, it would only serve to raise the floor, which is desperately needed in this game. The best of the best run builds where bar space is already at a premium anyway. Not like mag sorcs are going to be slotting bound aegis, IL and a bunch of class, mages skills on the back bar and one shotting people, they dont have the room for those on live, no matter how they setup their bars.
Out of curiosity...
For the people that miss Overload's third bar - what builds were you running for what, that needed the third bar?
I was using it on stamsorc.
Frontbar: Ransack, reverb, streak, vigor, Bound Armaments- Overload
Backbar: Dark Deal, Executioner, Hurricane, Rally, Bound Armaments- Dawnbreaker
Overload Bar: Caltrops, Rapid, Shuffle, Critsurge, Flex Spot.
So ye, my buff Rotation needs my 3rd bar to get Shuffle, crit surge and gave me some additional skills for group utility. These skills (caltrops and rapid + whatever the group leader wanted due to my flex spot) made my stamsorc very welcomed in group play. Now i cant effort to run rapid or caltrops anymore due to the loss of my 3rd skillbar wich was already needed to carry all the important buff. So for future, looks like i am forced to drop Bound Armaments to get shuffle and crit surge on my main bar. Resulting in damage loss (8% stam) and sustain loss (20% more health/stam recovery)
Thanks ZOS. Anyway, no competetive group would take my stamsorc now cause i cant offer anything to the group anymore.
Redesign suggestion for Summoning:
Having a Summoning ability slotted, one bar is sufficient, increases magicka or stamina pool by 8%, whichever is higher. Also increases health and stamina regen by 20%. This works while on either bar.
Adjust corresponding NB passive to require only one bar, as well.
Would that solve most of your problems?
Not really, i still need to put Bound Armaments on at least one bar to get the buff from it. With this I get one additional slot for crit surge. Still missing shuffle then and still no space for my group utility skills.
The changes to Overload just killed one identity of sorcs. Like shields also got deleted from sorcs identity it feels so generic playing this class now.
One patch killed so many playstyles that are here for years and got played by so many players that they cant be really serious about these changes.
Oreyn_Bearclaw wrote: »Out of curiosity...
For the people that miss Overload's third bar - what builds were you running for what, that needed the third bar?
I was using it on stamsorc.
Frontbar: Ransack, reverb, streak, vigor, Bound Armaments- Overload
Backbar: Dark Deal, Executioner, Hurricane, Rally, Bound Armaments- Dawnbreaker
Overload Bar: Caltrops, Rapid, Shuffle, Critsurge, Flex Spot.
So ye, my buff Rotation needs my 3rd bar to get Shuffle, crit surge and gave me some additional skills for group utility. These skills (caltrops and rapid + whatever the group leader wanted due to my flex spot) made my stamsorc very welcomed in group play. Now i cant effort to run rapid or caltrops anymore due to the loss of my 3rd skillbar wich was already needed to carry all the important buff. So for future, looks like i am forced to drop Bound Armaments to get shuffle and crit surge on my main bar. Resulting in damage loss (8% stam) and sustain loss (20% more health/stam recovery)
Thanks ZOS. Anyway, no competetive group would take my stamsorc now cause i cant offer anything to the group anymore.
Redesign suggestion for Summoning:
Having a Summoning ability slotted, one bar is sufficient, increases magicka or stamina pool by 8%, whichever is higher. Also increases health and stamina regen by 20%. This works while on either bar.
Adjust corresponding NB passive to require only one bar, as well.
Would that solve most of your problems?
I often wonder what it would take to essentially merge bars form a buff toggle perspective, which would remove any need to double bar, well anything. The player would still have to actively swap, but any buff/passive related to having a skill slotted would simply apply to both bars. If you wanted major prophecy, you could back bar IL for example. It would also remove the annoying feature of having different resource pools on different bars (which in terms of health, can actually get you killed).
I think the potential for abuse would be players stacking passives skills on the back bar, and being able to simplify rotations and use less swapping, but honestly, who cares. If anything, it would only serve to raise the floor, which is desperately needed in this game. The best of the best run builds where bar space is already at a premium anyway. Not like mag sorcs are going to be slotting bound aegis, IL and a bunch of class, mages skills on the back bar and one shotting people, they dont have the room for those on live, no matter how they setup their bars.
I mean, you could just limit it to passives so it doesn't get out of hand. What I'm getting at here is that after the third bar's gone, there's no justification for sorc skills having to be double-barred.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »What about rebate now? It does nothing for stam sorcs, non-pet magsorcs and pve pet sorcs now. Can we finally change it to something useful that every sorc profits from?
Pets won't take damage only in the group content Rob listed. They will still be able to die in overland PvE, PvP, vMA, etc. It still exists, although I must admit my pets usually only die when I unsummon them upon entering a town/bank/trader, etc. So i'm not really getting much use of the passive as it is.
Okay, missed the vma part. But I still think petsorcs can bear the loss of rebate in overland content. This passive is just to niché now.As for Sorc - what would you expect from a combat designer who reportedly asked the class reps if the lack of bar space is because Sorc „has too many good abilities“?
If the class gets the long needed rework I’ll say that the shield changes were for the better, and the correct choice. It’s just that I doubt very much that it will happen within a reasonable timeframe (cf. Templars).
Lol "Too many good abilities."
They're just all equally ass so it looks like we're making 'interesting bar-slot choices', when in reality it's 'what sucks the least' as opposed to 'what do I like/works the best'.
Edit: ZOS, you need to stop nerfing based on statistics. Sometimes people use this or that because it's FUN. And you should make other stuff fun instead of dragging everything ever down into the dirt with all the other unloved toys.
Exactly this, especially for PvP. We have limited bar space because if we don't use multiple shields, we have no defense. If we don't use curse, frags, wrath/fury, rune cage or reach, and a high damage ult like meteor or dawnbreaker, we don't have enough damage for our burst. Streak is mandatory, we have to sacrifice a shield for Boundless, Dark Conversion/Deep Thoughts is essential for sustain, and we won’t have reliable damage or be able to proc frags without a spammable.
The problem is the all our skills basically do only one thing, and most of them are necessary for a viable build, and the only viable build has historically been a light armor, shield stacking one. Mines is a great utility skill, but I’ll never have bar space to slot it unless some other skills get merged or reworked. It’s the same thing for Surge. Too many skills are pretty much mandatory to slot because each skill does something very specific and nothing else. Every non pet sorc has pretty much the exact same bar setup aside from one or two skills.
I somehow ended up with slightly less critical but a few more points in spell damage even though they are an exact copy of each other.
I somehow ended up with slightly less critical but a few more points in spell damage even though they are an exact copy of each other.
They made some small adjustments to crit-% (away from the CP passive to the Major Prophecy buff or the light armor passive if I remember it right). No idea about the spell damage.
Regarding the rest, frantically spamming your ward while a full zerg bombards you with light attacks, snares, and the occasional CC? Welcome to PvP.
Copied from another thread, just gonna leave this here ...
Jumped on the PTS and made an exact copy of my live PetSorc. I somehow ended up with slightly less critical but a few more points in spell damage even though they are an exact copy of each other.
I play this character mainly to solo veteran group content so i took her to solo veteran Fungal Grotto I because i have run this dungeon many, many times on live while farming for gear.
My setup is pretty simple:
Heavy attack lightning staff AOE based using the Clannfear to take aggro and to heal myself while i and my AOE's do the damage. I weave in light attacks and skills when my resources allow for it. Empowered Ward is my goto shield.
ON LIVE:
The Clannfear may not taunt enemies anymore but it sure holds a *lot* of aggro, even on the mini bosses and final boss.
Resource management is not a problem and neither is shield uptime. I do have to pay attention to my Pet healthbar, but otherwise this dungeon is simple and routine.
ON PTS:
The Clannfear still takes damage (so i'm guessing the 0 damage hasn't been added yet?) but it does *not* draw any aggro anymore, even the trash mobs ignore it!
So now i have the full onslaught of all trash mobs plus the bosses while trying to keep my reduced 40% shields up, heavy attacking and staying alive.
There are no more resources for any light attacks or skills, i can barely keep up the Liquid Lightning, let alone weave in an staff skills.
All my magicka goes into shields and heals and there is nothing left for offensive attacks.
This pretty much confirms what i suspected from your comments.
I never imagined this character to struggle that hard to get through what i otherwise consider the easiest of the veteran group dungeons.
I somehow ended up with slightly less critical but a few more points in spell damage even though they are an exact copy of each other.
They made some small adjustments to crit-% (away from the CP passive to the Major Prophecy buff or the light armor passive if I remember it right). No idea about the spell damage.
Regarding the rest, frantically spamming your ward while a full zerg bombards you with light attacks, snares, and the occasional CC? Welcome to PvP.
Yeah, just read about the crit changes, so that explains that.
As for the PvP aspect, just imagine all you just wrote but with only 40% of your current shields. Sounds like fun, eh?
Copied from another thread, just gonna leave this here ...
Jumped on the PTS and made an exact copy of my live PetSorc. I somehow ended up with slightly less critical but a few more points in spell damage even though they are an exact copy of each other.
I play this character mainly to solo veteran group content so i took her to solo veteran Fungal Grotto I because i have run this dungeon many, many times on live while farming for gear.
My setup is pretty simple:
Heavy attack lightning staff AOE based using the Clannfear to take aggro and to heal myself while i and my AOE's do the damage. I weave in light attacks and skills when my resources allow for it. Empowered Ward is my goto shield.
ON LIVE:
The Clannfear may not taunt enemies anymore but it sure holds a *lot* of aggro, even on the mini bosses and final boss.
Resource management is not a problem and neither is shield uptime. I do have to pay attention to my Pet healthbar, but otherwise this dungeon is simple and routine.
ON PTS:
The Clannfear still takes damage (so i'm guessing the 0 damage hasn't been added yet?) but it does *not* draw any aggro anymore, even the trash mobs ignore it!
So now i have the full onslaught of all trash mobs plus the bosses while trying to keep my reduced 40% shields up, heavy attacking and staying alive.
There are no more resources for any light attacks or skills, i can barely keep up the Liquid Lightning, let alone weave in an staff skills.
All my magicka goes into shields and heals and there is nothing left for offensive attacks.
This pretty much confirms what i suspected from your comments.
I never imagined this character to struggle that hard to get through what i otherwise consider the easiest of the veteran group dungeons.
OMFG, i didnt realize they nerfed pets too, it was my very very slight hope to be able to keep use my backup sorc, she’s a pet build, guess not.
I am sure they have fixed the small bug with the staves targeting issue that we have since summerset though.
Because right now i have a really hard time working around the endless list of bugs, this is most annoying on for me.
I know thats bit off topic but imho they should be more careful with changing so many things, they dont seem to understand the games code very well.
arasysb14_ESO wrote: »I tried VMA on PTS with exact same pet build and sets I have been using. Long story short, pets die all the time. On 2nd arena they are mostly useless since they are dead even before monsters spawn (unless you spam the switches).
Empowered shield goes down immediately as most of the instant damage is above 5k+, so half of the time Matriarch's heals are not there because it's either dead or I am out of magicka. Can't imagine how painful stages 7 and 9 would be with these shields.
Based on my initial experience, I am not planning on doing a full VMA run on PTS, I'd rather try to farm for my inferno staff I never got till nerfs go on live server. But even if I get a staff before Nerfmire, what will I be using it for anyway? I love playing glass cannon, always have but switched to pet sorcerer to to farm VMA. Now with these changes it makes no sense to even farm it.
I feel like after all these years I can only continue to play ESO like "story mode" and keep looking for other options.. Been playing MMOs for 16 years, never seen such clueless devs before. Enough is just enough. For those who say "adapt", games are meant to be enjoyed, not stressed about.
*hits alt + f4*
arasysb14_ESO wrote: »I tried VMA on PTS with exact same pet build and sets I have been using. Long story short, pets die all the time. On 2nd arena they are mostly useless since they are dead even before monsters spawn (unless you spam the switches).
Empowered shield goes down immediately as most of the instant damage is above 5k+, so half of the time Matriarch's heals are not there because it's either dead or I am out of magicka. Can't imagine how painful stages 7 and 9 would be with these shields.
Based on my initial experience, I am not planning on doing a full VMA run on PTS, I'd rather try to farm for my inferno staff I never got till nerfs go on live server. But even if I get a staff before Nerfmire, what will I be using it for anyway? I love playing glass cannon, always have but switched to pet sorcerer to to farm VMA. Now with these changes it makes no sense to even farm it.
I feel like after all these years I can only continue to play ESO like "story mode" and keep looking for other options.. Been playing MMOs for 16 years, never seen such clueless devs before. Enough is just enough. For those who say "adapt", games are meant to be enjoyed, not stressed about.
*hits alt + f4*
arasysb14_ESO wrote: »I tried VMA on PTS with exact same pet build and sets I have been using. Long story short, pets die all the time. On 2nd arena they are mostly useless since they are dead even before monsters spawn (unless you spam the switches).
Empowered shield goes down immediately as most of the instant damage is above 5k+, so half of the time Matriarch's heals are not there because it's either dead or I am out of magicka. Can't imagine how painful stages 7 and 9 would be with these shields.
Based on my initial experience, I am not planning on doing a full VMA run on PTS, I'd rather try to farm for my inferno staff I never got till nerfs go on live server. But even if I get a staff before Nerfmire, what will I be using it for anyway? I love playing glass cannon, always have but switched to pet sorcerer to to farm VMA. Now with these changes it makes no sense to even farm it.
I feel like after all these years I can only continue to play ESO like "story mode" and keep looking for other options.. Been playing MMOs for 16 years, never seen such clueless devs before. Enough is just enough. For those who say "adapt", games are meant to be enjoyed, not stressed about.
*hits alt + f4*
In the end, you need to sit down and think rationally.
That is, if you remove for a moment the "I am sort of addicted to the game" factor, you suddenly realize it's ZOS who needs you. Not the contrary.
Basically, what does a person normally do when they pay good money and a product turns to be wildly defective?
They return it and want their money back. And they tell about how bad is their experience to everyone they know.
If people learned to do the same with MMOs, the developers would stop throwing random darts at changes and to make people's life miserable for a year (until the next nerfs partial undo).
When Nerfmire will land on the live servers, I'll try what disaster they have done to pets. If it's anywhere as bad as Andy has described it, I'll certainly be the last guy on Earth to still give ZOS 1 penny.
Do they take 1 year to repair the immense damage they are about to do to our class?
No problem, I'll save 1 year worth of subscription. It's not me who need money. When friends will ask me about ESO, I won't be really motivated to push them to try it.
I still recall my previous MMO: the developers acted like ZOS, the general playerbase finally had enough of constant dramatic changes and nerfs, and now they have closed down since some years.
Elwendryll wrote: »Sustain on a stamina sorcerer is very hard. Give us a stamina restoring overload. Thanks!
Doctordarkspawn wrote: »BrightOblivion wrote: »Jimmy_The_Fixer wrote: »Great changes, 10/10, shields no longer negate 90% of itemization for both the user and the attacker. Mag sorc VS Mag sorc now incorporates spell resist, spell pen, crit chance, crit modifier, crit resist, et cetera. Cast time is gonna take some getting used to but the good players will adapt.
Why take away the overload bar though? That was fun and cool and unique to sorc, not a balance issue either, nobody was complaining about it.
If you're still talking cast times, you're two weeks behind (fortunately). It's still insta-cast, but an individual shield's strength tops out at 40% of max health.
As for overload, no idea. "Reasons", I guess.
Overload likely got the axe because no other class has a third health bar and they probably thought it was "OP".
The actual changes to overload are actually pretty good that help sorc's consistant DPS, so. Not too angrhy about that.
There were a fee complains that overload third bar was clunky so they probably just removed it....
Doctordarkspawn wrote: »The difference is, while his version was not only balls hard but inaccessable AF, he at least could design some good system fundementals.
The changes to Overload just killed one identity of sorcs. Like shields also got deleted from sorcs identity it feels so generic playing this class now.
[
ON PTS:
The Clannfear still takes damage (so i'm guessing the 0 damage hasn't been added yet?) but it does *not* draw any aggro anymore, even the trash mobs ignore it!
So now i have the full onslaught of all trash mobs plus the bosses while trying to keep my reduced 40% shields up, heavy attacking and staying alive.
There are no more resources for any light attacks or skills, i can barely keep up the Liquid Lightning, let alone weave in an staff skills.
All my magicka goes into shields and heals and there is nothing left for offensive attacks.
This pretty much confirms what i suspected from your comments.
I never imagined this character to struggle that hard to get through what i otherwise consider the easiest of the veteran group dungeons.