Hello to whoever is reading this! My name is PurpaleSlushii and I have been playing magic sorcerer since 1.6. I've been here through all the ups all the downs all the good and all the bad on sorcerer. Back before the first shield nerf magic sorc felt insane, to good in my opinion with great damage, sustain, and tankyness. A nerf was needed and soon us sorcs were met with the first nerfs. These were shields being affected by resistances. Shields being critiable, and having it so one shield cant be above 50% of your max health. At first when this came out as a sorc I was very frustrated with how shields got nerfed in so many ways, but as a day one sorc I adapted and found what was good to use and how I could make solo play viable again. This was very hard at first because as a sorcerer I do not use pets in pvp in my opinion pets were way to strong and I did not find it challenging to fight outnumbered having pets you can use as line of sight and use to heal yourself like crazy. I'm just a typical healing ward destro resto sorc.
One of the big struggles last patch was getting the heal from healing ward because a lot of the time your shield would be hit off before you could actually use the heal so you would have to line of sight like crazy or shield and use dark conversion for the heal.This didn't bother me to much because a lot of the time I would be able to find line of sight to heal or my healing ward and shields would be big enough when I was near execute range to give me large enough shields that i could survive the pressure and either get away or heal up to keep fighting. About a month ago the first patch note changes came out and I was very very excited to see the new healing ward changes and rapid regen changes I was super happy and felt the game was going in the right direction. I saw a lot of skills from a lot of different classes and skill lines were getting damage buffs and I was hype. Then I kept reading and saw shield changes. Hardened became smaller, harness and dampen became smaller, and also healing ward became smaller. At first i figured with the new healing that the smaller shields wouldn't be a problem but after experiencing pvp day one of Scalebreaker I was so wrong , and I have a lot of concerns. Starting off in my opinion from playing it seems to me like damage is way to strong this patch especially Damage over time Effects.
Most of my death recaps yesterday were from dots whether that was soul trap, trap beast, entropy, vamp drain, bleeds didn't matter every dot on my recap yesterday was at least 5k in damage. Fighting multiple people made it extremely hard to pressure one because the amount of pressure one person can put on you this patch is a lot let alone having multiple people putting multiple dots on you is crazy. The huge problem I was running into was being squishy and not being able to heal. Now keep in mind on my sorc I have 43k mag 26k health 16k stam 29k spell 27k physical resistances 2400 crit resistance and 2500 regen. The build I am using is built for solo play to take on multiple people. When I would try to fight outnumbered most times yesterday I was in the situation of having to shield stack non stop because of the pressure I was receiving. Using hardened then dampen then healing ward to get the heal just was not working for me. Almost every time I would try to shield stack when I was low health my healing ward would get hit off immediately because of all the pressure I was taking with everyone having insane damage. This would make it that i couldn't even receive the heal from my ward because the shield was to small to stay up to heal me. There was one point when i had all three shields on and I had half health and I got one shot by onslaught. That should not be happening if i have my shields up to protect myself from dying and also have half health one skill should not be able to kill someone that is protecting them self like that. I also at one point had on rapid regen and healing ward thinking that this would help me more but I was wrong. I was still running into the same problem of people hitting so hard that my shields wouldn't stay up long enough for me to heal.
Now this new healing is great and everything but when you are in light armor an have no shields on because they are being hit off it does not matter if you have things like rapid regen and entropy healing you because being in light armor is like begin naked. You take outrageous damage with no shields more damage than I can heal through so the healing does not help me if I don't have a shield that can protect me while my health goes up. Yesterday a few times I also ran into alot of heavy armor bleed builds and heavy armor builds. These are much stronger and outperforming alot of mag classes and it does not seem very balanced. To me from my fights against these players it seemed they had more damage than me more sustain and also were able to tank more damage than me. Which basically means they could be more offensive than I could and it just felt like I was being bullied not being able to fight back because of all the pressure. It is not fair that someone can be in heavy armor have more health than you more damage and be more tanky. Heavy armor is ment for tanks to be able to tank. Not to be able to tank and put out more damage than molag bal himself.
Please take a look a shields and do something with them to make it more balanced to survive and fight people with insane damage. I know now that shields got buffed to be 60% of your max health instead of 50% but there is no possible way to build for that, because in order to reach that amount of max mag to have that much mag you would be sacrificing defensive stats and moves on your bar because you would need bound armaments and inner light for the max to reach the 60% and that is just not viable to fight with a bar setup and a max mag build like that. Please take a look at balancing damage with shields maybe make shields how they were last patch that would balance it more and make it so we can take more pressure. Also I am fine with the harness regen nerf that dosent bother me.
One idea that might help you guys to balance the game would be making 4 morphs of each move in the game. Two PvE morphs per move and two PvP morphs per move. Have it so you can only use PvE morphs in PvE and PvP morphs in PvP. This would provide you guys an easy way of balancing the game where when you make changes to a skill it doesn’t affect both PvP and PvE. Just an idea tho! Thanks for reading! ~ slushii
Edited by Purpaleslushii on August 14, 2019 1:16PM