1. Frag stun
2. Streak fatigue + cost increase removed
3. Surge heal reverted back to a % of the crit
4. Ward minor protection or a cost reduction after all these nerfs in potential size.
Anything less than the above changes is murder to the class.
1. Frag stun
2. Streak fatigue + cost increase removed
3. Surge heal reverted back to a % of the crit
4. Ward minor protection or a cost reduction after all these nerfs in potential size.
Anything less than the above changes is murder to the class.
I would add in that the bonus magic/stamina from Daedric armor needs to be implemented as a passive.
Well, at least now the Hardened Ward and Dampen Magic morphs are not 100% useless. An increase to 60% HP cap would have been more appropriate imo but I guess that there is still room for tweaking.
However it seems that Bastion cp is still useless if your shield already reaches your 40%(or 50%) HP cap without it, any further changes planned for it?
ruikkarikun wrote: »@ZOS_GinaBruno @ZOS_RobGarrett
Feedback for PTS Patch Notes v4.2.3:
I see zero buffs for sorc. Bad sustain, weak shields, low dps, bad selfheal, zero changes. You just want to make class dwad and very very weak. I can't anymore sorry.
I think I will try Guild Wars 2.
Good luck guys, who tried to defend sorcerer but it's pointless.
ruikkarikun wrote: »@ZOS_GinaBruno @ZOS_RobGarrett
Feedback for PTS Patch Notes v4.2.3:
I see zero buffs for sorc. Bad sustain, weak shields, low dps, bad selfheal, zero changes. You just want to make class dwad and very very weak. I can't anymore sorry.
I think I will try Guild Wars 2.
Good luck guys, who tried to defend sorcerer but it's pointless.
Maybe I missed something, but didn’t the patch notes state that the shield cap was raised from 40% to 50% of max health? That seems like a positive change to me. Whereas there was no positive news for stam builds that I could see, quite the contrary with all the speed nerfs.
joaaocaampos wrote: »My suggestion before Patch v4.2.3
- Bastion: Reduces damage taken while using a damage shield ability by [0-25]%.
- Hardened Ward (new morph effect): You gain Minor Protection (while the damage shield is active), reducing your damage taken by 8%.
- Dampen Magic (new bonus effect): Reduces damage taken while the damage shield is active by 1% for each piece of Light Armor worn (totaling 7% with 7 pieces).
Way too op. Even if it will work on shields only. Pirate Skeleton was nerfed cause of this.joaaocaampos wrote: »joaaocaampos wrote: »My suggestion before Patch v4.2.3
- Bastion: Reduces damage taken while using a damage shield ability by [0-25]%.
- Hardened Ward (new morph effect): You gain Minor Protection (while the damage shield is active), reducing your damage taken by 8%.
- Dampen Magic (new bonus effect): Reduces damage taken while the damage shield is active by 1% for each piece of Light Armor worn (totaling 7% with 7 pieces).
[*] Reduces damage taken while using a damage shield ability by [0-25]%
[/list]
Way too op. Even if it will work on shields only. Pirate Skeleton was nerfed cause of this.joaaocaampos wrote: »
- Reduces damage taken while using a damage shield ability by [0-25]%
ShadowProc wrote: »Sorc will be fine for pvp. There are some great builds. Just need to change our way of thinking. Or I should say actual think about defense instead of just dumping everything into one stat. Cast time would have been to difficult to overcome but the shield change as is fine.
Please share.
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
So basically only thing you did you raised the shield cap to 50% of max health? That is it?
That really makes no diffrence whatsoever. You have already screwed up the frags utterly and have give nothing in back in return. Travel time? Come on ZoS it was ALREADY SLOW before any of that nonsense.
As for the shields. What you have done is to make EvERY SORC to SHIELD STACK... lol. I find that very amusing considering that this the exact thing you were to fix!
I did ask this already who is the person in charge of these "sorc ideas" at combat team? Can he come here explain his visions and actually show some gameplay from LIVE servers at the moment. That person must be op as.... since these changes are just absurd.
It should have been enough to make shields crittable! (Also the shields could have crit) and be done with this shield nonsense... but NO you just had to mess things up and not admit that the person introducing these changes have NO CLUE whatsoever what he/she is doing as it has been proven multiple times over and over.
As for the frags, permanent sustain issues etc.. I guess it is even pointless to try point that a) Sorc is not by far best DPS in Pve nor PvP and b) Most of the other classes don't have such sustain issues whatsoever... and yes now that you messed up the dps, shields there are not much in terms passives nor heals either.
Have been doing some PvP and to justify these changes with comments like you need make a choice between offense/defense... come on LOL... the stamina dk's, wardens etc running 7th legions, troll kings, with vigor and forward momemtu,s with +30k resistances taking pretty much 0 damage while delivering DPS like no other classes could... lol.. where the choice in these kind troll dps builds??? I can tell you there is NONE.
Add these up and I guess have to congratualuate the team. Prime example on how to screw up an class and cause a lot of harm to the game population etc.
...only 1 thing to ask ... are these changes/PTS Notes that hit console when NERFmire hits live? If so goodluck with your game and goodbye.
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.
You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality
Below are shield values for both morphs at two different health and magicka values. In both cases the magicka value is more than needed for the health cap so this is more about the health cap. These values are in a normal PvE zone.
I have also posted this in the non class specific thread since once shield is the LA shield.
Hardened Ward clearly has a formula issue. With a normal dps build it is not yielding a shield
For a normal magicka build of 17kl health and 48k magicka
Hardened Ward tooltip of 0.
Actual shield of 0
Empowering Ward
Tooltip 1,255
Actual 7,088
Dampen Magicka
Tooltip 1,561
Actual 8,578
Harness Magicka
Tooltip 1,100
Actual 6,822
Mostly in line with the performance last week except for the tooltip error and Dampen magicka now grants the added shield strength per piece of light armor worn. Above is with 7 light.
FYI. testing with higher health and it also shows the Hardened Ward is an error with the new formula.
In one build with 27k health and 38k magicka I get a
Hardened Ward
tooltip 1,195,
Actual 14k.
Dampen Magicka
Tooltip 1,239
Actual 13,637
Bastion still has no actual affect on the size of either shield with the above builds.
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.
Oh, I have perfectly understood you. But you write:You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality
... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.
It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.
It's been true for 4 years, I don't see why it should suddenly stop now.