Kingslayer513 wrote: »Honestly I really hate it. Y'all can argue up and down all day about balance, tell me about people abusing swift, that I need to L2P and adapt, but at the end of the day this slowed pvp is less fun now than it was before the nerfs. PVP is the only area of the game that I can say is consistently losing players over the long term, and this homogenization of everything to be less fun is not helping at all.
I've adapted. There are ways to get speed. (solo/small-scale PvP focused)
I have a form of mobility on all my builds (all classes but magblade), although for magicka it's mist for 3/5 classes. Sprint only works as a form of open world mobility because stam classes can couple it with dodge roll. Magicka sprinters (accelerate) sacrifice too much for sprint to be a consistently viable option.
Magicka:Cloak:
Over-performing. Period. Technically it isn't part of this discussion but deserves an honourable mention because it achieves many of the same goals of mobility, but at a far better cost-benefit ratio.
Streak:
Remove the momentum freeze and clunkiness before and after cast. Skill is fine. Arguably needs a cost decrease since sorcs are hurting stat-wise. But that would depend on overall direction of the class.
Boundless Storm:
Is now contesting Streak for mobility. 4 seconds of Major Expedition for ~4k just isn't worth it. This skill is now only used so you don't have to slot Chudan and can go with Blood Spawn.
Little Sorc Rant (as it is a class built around mobility)It only benefits sorcs because current meta is to build tanky. So while sorc is still technically viable, it feels more like building a DK than a sorc. Mobility and zoning are supposed to be a sorcs defence. This just isn't the case. I have gripes with current sorc balance yet I never thought it would die in Murkmire but thats for a different thread. I will say Streak should have its clunkiness "unnerfed". The class has to over invest into both mitigation and sustain now. Greater access leading to reliance on mobility, which the class kit is geared towards, would help alleviate some requirement for mitigation and spread out build resources.
Falcon's Swiftness:
Should have the longest Major Expedition duration. Bird of Prey is debatable but right now its just a buff slot. It really hurt magden combat mobility, which also makes it harder to land Scorch. Streamlining duration was a poor choice.Why not stream line every Major Buff? Make all Major Ward and Major Resolve 3 second buffs to match nightblades. Simply a horrible decision that was done because the dev team did not want to spend time actually balancing the durations.
As a magsorc main, the shield cast times did not make me want to quite the game. But the homogenization of Major Expedition durations have made me play far less. To me, its an admittance of incompetence and a sign that the game is in poor hands. I won't deny each patch does improve the game overall, but they are all marred by lazy decisions such as this.
Mist Form:
This skill is arguably overpowered. I use this on 3 classes and the difference in survivability is huge. 4 seconds is nigh invincibility. That said, only reason this skill is overpowered is because it now has the same duration of Major Expedition as every other source. There was a reason this skill had the shortest duration. Please read my rant on duration homogenization again because it that decision is going to get the only skill that makes true solo mag plar/dk/den builds work nerfed into the ground. 4 seconds should never have been made the baseline. Skill could be reduced to 3 seconds or have mitigation reduced to 50% IF it gets changed. Should be left untouched and other mobility should get buffed. Still locks regen and prevents player from actually doing damage. No different than blocking but you can't even cast skills.
Accelerate:
Neat-o idea. Offers little for solo as stamina has better options and does not actually allow mag to escape anything. Could compete with Mist Form if it reduced the cost of the next Roll Dodge. Sprint NEEDS to be coupled with roll dodge for effective open-world mobility. 3 second duration is really short. Should be 4 (equal to or greater than Mist).
Stamina:Mobility pots: (no mag equivalent so will ignore niche specs)
Are still decent. Duration is meh. I'd rather use tri-pots on every single spec personally. This change hurt solo players the most. Solo player rant:In return solo players were given the realization that zergs mobility was not nerfed at all. Smaller numbers should = greater mobility. That simply is not the case. Solo is still alive but it is a lot harder and niche for stam classes in solo (not zerg-surfing) open-world. Current meta is either build into aids tanky or build so much DPS you kill before you die. LoS cheese is the only thing solo players have left. Inb4 they nerf trees.
Haste (Bow passive):
Change isn't noticeable. There was no need to decrease the duration to 4 seconds. This should have stayed at 5 as it needs to be longer than mist but it is technically free so should not be longer than 6 (which is my personal sweet-spot for base line Major Expedition).
Quick Cloak:
Good skill. Hard to balance with new Major Evasion so while it feels expensive as a source of Major Expedition it's still a good skill. Base duration for mobility should be 6 seconds, similar to sorc shields. Run this with BRP DW weapons as a defensive buff bar with 2h front bar. Your welcome.
Hurricane:
Stam Sorcs have their identity back, ish. This skill is fine in terms of mobility. Honorable mention of Dark Deal, as it required mobility to use. The nerf to Dark Deal has arguably made Hurricane too expensive for what it does. Skill needs a better cost ratio or a slight buff.
Gear:Vicious Ophidian:
8 seconds is fine since something dies when you need it anyways. Still one of the strongest PvE stam sets.
Quick Serpent:
Outclassed by by marksman and combat acrobat. The conditional 8 seconds on kill is meh. Just a bad set in general. The duration didn't need to be changed as it was arguably the hardest condition to meet in PvP and I doubt adds in PvE care how fast players move.
Dreugh King Slayer:
Could have left duration or extended it even. Anyone actually running this set needs all the help they can get.
Skooma Smuggler:
I was upset that this set wasn't nerfed into the ground at first. Tested it out. You lose a lot to run this set. The 5th piece could benefit with a small bonus. Right now the 5 piece is nice but lack-lustre as it required infused potion jewelry to have viable uptime without sacrificing too much. Having built in Potion cooldown reduction could work and follows the set themes of speeding things up. Major Expedition is honestly not that strong on it's own, alluding back to Swift being the actual problem in conjunction with increased popularity of speed pots. JUST Major expedition is not worth a 5 pc.
Swift:
Trait was over-nerfed. I barely (I don't I'm just being polite) notice the trait now. If it also reduced cost of sprint might be worth.
Mundus:The Steed:
Group play does not need this as they have Rapid spam. Solo benefits far more from other conventional Mundus Stones. PvE/farming builds could use it I suppose. Max Health bonuses are slightly higher than mag/stam. Health Recovery should follow the same rule. May be enough to make this Mundus worth the slot along with the extra mobility. Right now it is too huge of an opportunity cost.
TL;DR:
Base duration of Major Expedition skills should be 6 seconds, similar to sorc shields. This is enough time to actually go offensive with the buff while not providing too much defensive benefits.
Falcon's Swiftness should have the longest duration of 7.5-8 seconds.
Mist should remain at 4 as a strong purely defensive option.
Acceleration should be increased to 4 for base duration. Channeled may need to be adjusted down to match Falcon's Swiftness.
Haste should fall in-between as it is technically free .
Speed pots aren't useless but aren't that great either.
Gear Sets:
Major Expedition <<<<<< actual 5 pc.
Swift:
"Over-Nerfed". Current value feels...fine? requires a secondary benefit to actually be useful.
The Steed:
Increase Health/Mag/Stam Recovery ratio bonuses to match Max Health/Mag/Stam and this Mundus should actually see use.
PLEASE have ZoS rethink homogenizing durations. It kills diversity and skill/class identity. It also makes the skills harder to balance as it removes an entire variable that they could use for balance (duration).
I've adapted. There are ways to get speed. (solo/small-scale PvP focused)
I have a form of mobility on all my builds (all classes but magblade), although for magicka it's mist for 3/5 classes. Sprint only works as a form of open world mobility because stam classes can couple it with dodge roll. Magicka sprinters (accelerate) sacrifice too much for sprint to be a consistently viable option.
Magicka:Cloak:
Over-performing. Period. Technically it isn't part of this discussion but deserves an honourable mention because it achieves many of the same goals of mobility, but at a far better cost-benefit ratio.
Streak:
Remove the momentum freeze and clunkiness before and after cast. Skill is fine. Arguably needs a cost decrease since sorcs are hurting stat-wise. But that would depend on overall direction of the class.
Boundless Storm:
Is now contesting Streak for mobility. 4 seconds of Major Expedition for ~4k just isn't worth it. This skill is now only used so you don't have to slot Chudan and can go with Blood Spawn.
Little Sorc Rant (as it is a class built around mobility)It only benefits sorcs because current meta is to build tanky. So while sorc is still technically viable, it feels more like building a DK than a sorc. Mobility and zoning are supposed to be a sorcs defence. This just isn't the case. I have gripes with current sorc balance yet I never thought it would die in Murkmire but thats for a different thread. I will say Streak should have its clunkiness "unnerfed". The class has to over invest into both mitigation and sustain now. Greater access leading to reliance on mobility, which the class kit is geared towards, would help alleviate some requirement for mitigation and spread out build resources.
Falcon's Swiftness:
Should have the longest Major Expedition duration. Bird of Prey is debatable but right now its just a buff slot. It really hurt magden combat mobility, which also makes it harder to land Scorch. Streamlining duration was a poor choice.Why not stream line every Major Buff? Make all Major Ward and Major Resolve 3 second buffs to match nightblades. Simply a horrible decision that was done because the dev team did not want to spend time actually balancing the durations.
As a magsorc main, the shield cast times did not make me want to quite the game. But the homogenization of Major Expedition durations have made me play far less. To me, its an admittance of incompetence and a sign that the game is in poor hands. I won't deny each patch does improve the game overall, but they are all marred by lazy decisions such as this.
Mist Form:
This skill is arguably overpowered. I use this on 3 classes and the difference in survivability is huge. 4 seconds is nigh invincibility. That said, only reason this skill is overpowered is because it now has the same duration of Major Expedition as every other source. There was a reason this skill had the shortest duration. Please read my rant on duration homogenization again because it that decision is going to get the only skill that makes true solo mag plar/dk/den builds work nerfed into the ground. 4 seconds should never have been made the baseline. Skill could be reduced to 3 seconds or have mitigation reduced to 50% IF it gets changed. Should be left untouched and other mobility should get buffed. Still locks regen and prevents player from actually doing damage. No different than blocking but you can't even cast skills.
Accelerate:
Neat-o idea. Offers little for solo as stamina has better options and does not actually allow mag to escape anything. Could compete with Mist Form if it reduced the cost of the next Roll Dodge. Sprint NEEDS to be coupled with roll dodge for effective open-world mobility. 3 second duration is really short. Should be 4 (equal to or greater than Mist).
Stamina:Mobility pots: (no mag equivalent so will ignore niche specs)
Are still decent. Duration is meh. I'd rather use tri-pots on every single spec personally. This change hurt solo players the most. Solo player rant:In return solo players were given the realization that zergs mobility was not nerfed at all. Smaller numbers should = greater mobility. That simply is not the case. Solo is still alive but it is a lot harder and niche for stam classes in solo (not zerg-surfing) open-world. Current meta is either build into aids tanky or build so much DPS you kill before you die. LoS cheese is the only thing solo players have left. Inb4 they nerf trees.
Haste (Bow passive):
Change isn't noticeable. There was no need to decrease the duration to 4 seconds. This should have stayed at 5 as it needs to be longer than mist but it is technically free so should not be longer than 6 (which is my personal sweet-spot for base line Major Expedition).
Quick Cloak:
Good skill. Hard to balance with new Major Evasion so while it feels expensive as a source of Major Expedition it's still a good skill. Base duration for mobility should be 6 seconds, similar to sorc shields. Run this with BRP DW weapons as a defensive buff bar with 2h front bar. Your welcome.
Hurricane:
Stam Sorcs have their identity back, ish. This skill is fine in terms of mobility. Honorable mention of Dark Deal, as it required mobility to use. The nerf to Dark Deal has arguably made Hurricane too expensive for what it does. Skill needs a better cost ratio or a slight buff.
Gear:Vicious Ophidian:
8 seconds is fine since something dies when you need it anyways. Still one of the strongest PvE stam sets.
Quick Serpent:
Outclassed by by marksman and combat acrobat. The conditional 8 seconds on kill is meh. Just a bad set in general. The duration didn't need to be changed as it was arguably the hardest condition to meet in PvP and I doubt adds in PvE care how fast players move.
Dreugh King Slayer:
Could have left duration or extended it even. Anyone actually running this set needs all the help they can get.
Skooma Smuggler:
I was upset that this set wasn't nerfed into the ground at first. Tested it out. You lose a lot to run this set. The 5th piece could benefit with a small bonus. Right now the 5 piece is nice but lack-lustre as it required infused potion jewelry to have viable uptime without sacrificing too much. Having built in Potion cooldown reduction could work and follows the set themes of speeding things up. Major Expedition is honestly not that strong on it's own, alluding back to Swift being the actual problem in conjunction with increased popularity of speed pots. JUST Major expedition is not worth a 5 pc.
Swift:
Trait was over-nerfed. I barely (I don't I'm just being polite) notice the trait now. If it also reduced cost of sprint might be worth.
Mundus:The Steed:
Group play does not need this as they have Rapid spam. Solo benefits far more from other conventional Mundus Stones. PvE/farming builds could use it I suppose. Max Health bonuses are slightly higher than mag/stam. Health Recovery should follow the same rule. May be enough to make this Mundus worth the slot along with the extra mobility. Right now it is too huge of an opportunity cost.
TL;DR:
Base duration of Major Expedition skills should be 6 seconds, similar to sorc shields. This is enough time to actually go offensive with the buff while not providing too much defensive benefits.
Falcon's Swiftness should have the longest duration of 7.5-8 seconds.
Mist should remain at 4 as a strong purely defensive option.
Acceleration should be increased to 4 for base duration. Channeled may need to be adjusted down to match Falcon's Swiftness.
Haste should fall in-between as it is technically free .
Speed pots aren't useless but aren't that great either.
Gear Sets:
Major Expedition <<<<<< actual 5 pc.
Swift:
"Over-Nerfed". Current value feels...fine? requires a secondary benefit to actually be useful.
The Steed:
Increase Health/Mag/Stam Recovery ratio bonuses to match Max Health/Mag/Stam and this Mundus should actually see use.
PLEASE have ZoS rethink homogenizing durations. It kills diversity and skill/class identity. It also makes the skills harder to balance as it removes an entire variable that they could use for balance (duration).
I don't agree with your assessment of mist form mostly because you forgot a few things that make mist balanced:
- you have to be vamp. Dawnbreaker/fire is a pain which requires mist/bats to balance out. 75% mitigation is necessary dropping to 50% would be a weaker form of block.
- can't heal in the mist channel!
- 75% mitigation/immunity to snare/cc is only gained while in the channel. Which turns off your mag regen and can't sprint.
- expensive skill! 3500 on a breton in light armor isn't exactly "spamable".
- no snare/cc immunity outside channel.
- 4 seconds is fine, but that should be the lowest duration for overloaded abilities. Therefore I agree all over major exp sources be increased to 2 seconds.
The first 2 options require specific building to counter a specific class which is not okay imo. It forces players to run skills they may not want and even tho bleeds/DoTs are meta right now it does not mean they always will be. The 3rd option would just make Snipe more ridiculous and that is the most heavily forum defended and broken skill in this game. It does not need a buff.And there might be other ways to balance stealth/cloak:
- remove the dot immunity on the damage only so if they want to roll around in stealth they have to reposition to heal up.
- better designed GTAOEs so players can make bar-space decisions to get the tools they need to pull targets out of stealth.
- once out of stealth, should take more effort to get back into it (but gain a huge offensive boost for that first stealth attack).
All solid ideas. I'd be happy with any. Swift is the most useless trait now imo. Protective borders on too strong imo.swift should:
- mimic windrunner passive for nCP pvp. If swift got reduced from 9% down to 5% purple, they should let you increase health/mag regen by x percent. Something small but a nice extra theorycraft bonus and to help races without regen gain some bonus back. Or larger percent but only while sprinting so you have to be moving to gain the benefit.
- or reduce snares for the missing percent
- or give back the missing speed via SPRINT.
Current Max Stat bonuses are at a 1.1-1-1 ratio whereas recovery is at a 1-1-1 ratio. Changing Recovery ratios to match Max Stat bonus is a small boost.
I like the steed change, but the mag/health/stam regen would have to be really small.
Acceleration is weird, in that it has an offensive bonus but it's speed is too low. Either give major sorcery or increase the speed to be 6 seconds with 6 seconds of sprint cost reduction.
Agreed on all accounts.Falcon swiftness should be highest duration of all mobility sources (something like for the entire duration of the ability.)
Sorc armor buff to get additional defense or additional offense added to compensate for speed nerfs. return to 6 seconds to match other sources as well.
quick cloak should have its duration reduced to 4 seconds. it procs enchants passively.
Chilly-McFreeze wrote: »FM, speed pots and mE sources were overnerfed.
Swift nerfs are fine.
Someone tag me when they decide to move away from the snare meta. I'm a bite tired of my rotation being 50% of the time spamming expedition or snare removal just to get sacked by rapid spamming zergs again - on a swift & steed using stam sorc.
I've adapted. There are ways to get speed. (solo/small-scale PvP focused)
I have a form of mobility on all my builds (all classes but magblade), although for magicka it's mist for 3/5 classes. Sprint only works as a form of open world mobility because stam classes can couple it with dodge roll. Magicka sprinters (accelerate) sacrifice too much for sprint to be a consistently viable option.
Magicka:Cloak:
Over-performing. Period. Technically it isn't part of this discussion but deserves an honourable mention because it achieves many of the same goals of mobility, but at a far better cost-benefit ratio.
Streak:
Remove the momentum freeze and clunkiness before and after cast. Skill is fine. Arguably needs a cost decrease since sorcs are hurting stat-wise. But that would depend on overall direction of the class.
Boundless Storm:
Is now contesting Streak for mobility. 4 seconds of Major Expedition for ~4k just isn't worth it. This skill is now only used so you don't have to slot Chudan and can go with Blood Spawn.
Little Sorc Rant (as it is a class built around mobility)It only benefits sorcs because current meta is to build tanky. So while sorc is still technically viable, it feels more like building a DK than a sorc. Mobility and zoning are supposed to be a sorcs defence. This just isn't the case. I have gripes with current sorc balance yet I never thought it would die in Murkmire but thats for a different thread. I will say Streak should have its clunkiness "unnerfed". The class has to over invest into both mitigation and sustain now. Greater access leading to reliance on mobility, which the class kit is geared towards, would help alleviate some requirement for mitigation and spread out build resources.
Falcon's Swiftness:
Should have the longest Major Expedition duration. Bird of Prey is debatable but right now its just a buff slot. It really hurt magden combat mobility, which also makes it harder to land Scorch. Streamlining duration was a poor choice.Why not stream line every Major Buff? Make all Major Ward and Major Resolve 3 second buffs to match nightblades. Simply a horrible decision that was done because the dev team did not want to spend time actually balancing the durations.
As a magsorc main, the shield cast times did not make me want to quite the game. But the homogenization of Major Expedition durations have made me play far less. To me, its an admittance of incompetence and a sign that the game is in poor hands. I won't deny each patch does improve the game overall, but they are all marred by lazy decisions such as this.
Mist Form:
This skill is arguably overpowered. I use this on 3 classes and the difference in survivability is huge. 4 seconds is nigh invincibility. That said, only reason this skill is overpowered is because it now has the same duration of Major Expedition as every other source. There was a reason this skill had the shortest duration. Please read my rant on duration homogenization again because it that decision is going to get the only skill that makes true solo mag plar/dk/den builds work nerfed into the ground. 4 seconds should never have been made the baseline. Skill could be reduced to 3 seconds or have mitigation reduced to 50% IF it gets changed. Should be left untouched and other mobility should get buffed. Still locks regen and prevents player from actually doing damage. No different than blocking but you can't even cast skills.
Accelerate:
Neat-o idea. Offers little for solo as stamina has better options and does not actually allow mag to escape anything. Could compete with Mist Form if it reduced the cost of the next Roll Dodge. Sprint NEEDS to be coupled with roll dodge for effective open-world mobility. 3 second duration is really short. Should be 4 (equal to or greater than Mist).
Stamina:Mobility pots: (no mag equivalent so will ignore niche specs)
Are still decent. Duration is meh. I'd rather use tri-pots on every single spec personally. This change hurt solo players the most. Solo player rant:In return solo players were given the realization that zergs mobility was not nerfed at all. Smaller numbers should = greater mobility. That simply is not the case. Solo is still alive but it is a lot harder and niche for stam classes in solo (not zerg-surfing) open-world. Current meta is either build into aids tanky or build so much DPS you kill before you die. LoS cheese is the only thing solo players have left. Inb4 they nerf trees.
Haste (Bow passive):
Change isn't noticeable. There was no need to decrease the duration to 4 seconds. This should have stayed at 5 as it needs to be longer than mist but it is technically free so should not be longer than 6 (which is my personal sweet-spot for base line Major Expedition).
Quick Cloak:
Good skill. Hard to balance with new Major Evasion so while it feels expensive as a source of Major Expedition it's still a good skill. Base duration for mobility should be 6 seconds, similar to sorc shields. Run this with BRP DW weapons as a defensive buff bar with 2h front bar. Your welcome.
Hurricane:
Stam Sorcs have their identity back, ish. This skill is fine in terms of mobility. Honorable mention of Dark Deal, as it required mobility to use. The nerf to Dark Deal has arguably made Hurricane too expensive for what it does. Skill needs a better cost ratio or a slight buff.
Gear:Vicious Ophidian:
8 seconds is fine since something dies when you need it anyways. Still one of the strongest PvE stam sets.
Quick Serpent:
Outclassed by by marksman and combat acrobat. The conditional 8 seconds on kill is meh. Just a bad set in general. The duration didn't need to be changed as it was arguably the hardest condition to meet in PvP and I doubt adds in PvE care how fast players move.
Dreugh King Slayer:
Could have left duration or extended it even. Anyone actually running this set needs all the help they can get.
Skooma Smuggler:
I was upset that this set wasn't nerfed into the ground at first. Tested it out. You lose a lot to run this set. The 5th piece could benefit with a small bonus. Right now the 5 piece is nice but lack-lustre as it required infused potion jewelry to have viable uptime without sacrificing too much. Having built in Potion cooldown reduction could work and follows the set themes of speeding things up. Major Expedition is honestly not that strong on it's own, alluding back to Swift being the actual problem in conjunction with increased popularity of speed pots. JUST Major expedition is not worth a 5 pc.
Swift:
Trait was over-nerfed. I barely (I don't I'm just being polite) notice the trait now. If it also reduced cost of sprint might be worth.
Mundus:The Steed:
Group play does not need this as they have Rapid spam. Solo benefits far more from other conventional Mundus Stones. PvE/farming builds could use it I suppose. Max Health bonuses are slightly higher than mag/stam. Health Recovery should follow the same rule. May be enough to make this Mundus worth the slot along with the extra mobility. Right now it is too huge of an opportunity cost.
TL;DR:
Base duration of Major Expedition skills should be 6 seconds, similar to sorc shields. This is enough time to actually go offensive with the buff while not providing too much defensive benefits.
Falcon's Swiftness should have the longest duration of 7.5-8 seconds.
Mist should remain at 4 as a strong purely defensive option.
Acceleration should be increased to 4 for base duration. Channeled may need to be adjusted down to match Falcon's Swiftness.
Haste should fall in-between as it is technically free .
Speed pots aren't useless but aren't that great either.
Gear Sets:
Major Expedition <<<<<< actual 5 pc.
Swift:
"Over-Nerfed". Current value feels...fine? requires a secondary benefit to actually be useful.
The Steed:
Increase Health/Mag/Stam Recovery ratio bonuses to match Max Health/Mag/Stam and this Mundus should actually see use.
PLEASE have ZoS rethink homogenizing durations. It kills diversity and skill/class identity. It also makes the skills harder to balance as it removes an entire variable that they could use for balance (duration).
I don't agree with your assessment of mist form mostly because you forgot a few things that make mist balanced:
- you have to be vamp. Dawnbreaker/fire is a pain which requires mist/bats to balance out. 75% mitigation is necessary dropping to 50% would be a weaker form of block.
- can't heal in the mist channel!
- 75% mitigation/immunity to snare/cc is only gained while in the channel. Which turns off your mag regen and can't sprint.
- expensive skill! 3500 on a breton in light armor isn't exactly "spamable".
- no snare/cc immunity outside channel.
- 4 seconds is fine, but that should be the lowest duration for overloaded abilities. Therefore I agree all over major exp sources be increased to 2 seconds.
I wrote that late at night so I was a little less objective than I would have liked.
I personally would not like a change to Mist. However, in terms of mobility it simply can't be beat. This leads into my discontent to the homogenization of buff durations. Prior to Murkmire, Mist was definitely still THE mobility skill for magicka. Bird of Prey could compete to an extent because of the long duration. Admittedly, Boundless has always been more of a aesthetic skill than anything but it had the larger benefit of being third barred compared to Mist as it also granted a long defensive buff. But the point is that the longer durations on these 2 skills gave them their own niches separate from Mist to the point where running Boundless/Bird and Mist still had merit.
The duration nerfs killed that merit. Sorc still has Streak but a Magden now NEEDS Mist. Magplar and MagDK needing Mist is a different argument as they are meant to be less mobile. I did end that bit by alluding to the points you make, though your post is more comprehensive. Ultimately I would prefer for these 2 skills specifically to be buffed in terms of duration and to leave Mist as is. Beyond that I have no further comments before knowing what direction ZoS would like to head with the classesThe first 2 options require specific building to counter a specific class which is not okay imo. It forces players to run skills they may not want and even tho bleeds/DoTs are meta right now it does not mean they always will be. The 3rd option would just make Snipe more ridiculous and that is the most heavily forum defended and broken skill in this game. It does not need a buff.And there might be other ways to balance stealth/cloak:
- remove the dot immunity on the damage only so if they want to roll around in stealth they have to reposition to heal up.
- better designed GTAOEs so players can make bar-space decisions to get the tools they need to pull targets out of stealth.
- once out of stealth, should take more effort to get back into it (but gain a huge offensive boost for that first stealth attack).Take off Major Defile and for the love of Aiur (won't pray to any divines until lag is fixed) fix Snipe desynch. And to clarify though L2R players will still rage, I want the skill balanced so remove Major Defile but add something else. However, the Defile must go. If sorcs could spam frags that applied Major Defile the class would be deleted the next day. But because Cloakblades use Snipe its perfectly balanced...
I'd liken the first 2 too MagSorc/MagBlade vs MagDKs who spam wings. It's very frustrating running into a wing spammer and having no way to deal with it simply because of your skill bar.
The only difference, and why I always disagree with a Wings nerf is because not every DK runs it and if they do they are making an actual sacrifice for it as since Wings are a secondary defensive tool similar to Streak, Mines, Shade etc.
Cloak on the other hand is the classes primary defensive tool. Majority of nightblades run it and they make less of a sacrifice to run it because the skill is so overloaded and it is their primary defence. The opportunity costs for Cloak is not balanced. A sorc will always run shields, templars have purify, and DKs always run Spiked Armor (Burning Heart passive) the same way the nightblades run cloak. Requiring that players specifically build to counter those defences is unfair to those players.
I've personally preferred diminishing returns on Cloak casts myself. A single Cloak cast is a non-issue. Spamming it is.Aaaaand because of the fact that I'm a magsorc main and I just motioned to nerf both Cloak and Snipe, let me reiterate the fact that this is a balance discussion and not a nerf discussion. If a portion of power is being taken away from a class, even if it is over performing, a portion of that power should be redistributed-hence the term balance. So while Cloak may be nerfed, Soul Siphoner and Dark Vigor could be buffed/made more accessible to compensate. inb4 this turns into a nerf sorc threadAll solid ideas. I'd be happy with any. Swift is the most useless trait now imo. Protective borders on too strong imo.swift should:
- mimic windrunner passive for nCP pvp. If swift got reduced from 9% down to 5% purple, they should let you increase health/mag regen by x percent. Something small but a nice extra theorycraft bonus and to help races without regen gain some bonus back. Or larger percent but only while sprinting so you have to be moving to gain the benefit.
- or reduce snares for the missing percent
- or give back the missing speed via SPRINT.Current Max Stat bonuses are at a 1.1-1-1 ratio whereas recovery is at a 1-1-1 ratio. Changing Recovery ratios to match Max Stat bonus is a small boost.
I like the steed change, but the mag/health/stam regen would have to be really small.
Acceleration is weird, in that it has an offensive bonus but it's speed is too low. Either give major sorcery or increase the speed to be 6 seconds with 6 seconds of sprint cost reduction.
3 seconds is definitely too low. 6 would be good. Major Sorcery isn't a bad idea actually. Major sorcery is a great idea actually.Agreed on all accounts.Falcon swiftness should be highest duration of all mobility sources (something like for the entire duration of the ability.)
Sorc armor buff to get additional defense or additional offense added to compensate for speed nerfs. return to 6 seconds to match other sources as well.
quick cloak should have its duration reduced to 4 seconds. it procs enchants passively.
Forgot that quick cloak also proc'd enchants passively. Skill kind of sounds OP after remembering that. Does it still proc off bar tho?