And it's the only sustain ability in the game that gives you 8000HP and 3600 magicka or stamina instantly + 2400 stam or mag over 20 seconds. That's what makes it kinda unique tbh (good for class identity, isn't it ?^^).dark deal is the only sustain ability in the game with a cast time....it is out of date compared to the other classes abilities.
HelloAnd it's the only sustain ability in the game that gives you 8000HP and 3600 magicka or stamina instantly + 2400 stam or mag over 20 seconds. That's what makes it kinda unique tbh (good for class identity, isn't it ?^^).dark deal is the only sustain ability in the game with a cast time....it is out of date compared to the other classes abilities.
Keep it that way, don't change this skill to a netch or a channeled/restoring focus copy, if I wanted these sort of skills I'd simply play those classes instead. It's not an easy skill to use especially as a tank (you have to anticipate when to use it and be careful when using it (cancel it if heavy attack in coming for ex)) but it's really rewarding. Although I agree they should adjust the animation of the skill to match its cast time.
I'd like if they take a look at some of the sorc's passives which are really clunky.
You can, actually. If you die from using Dark Deal, it simply means you chose the wrong moment to cast it. As Shaiba said, you have to anticipate.If you wait till you badly need ressources, it's already too late.universal_wrath wrote: »You can't use it mid fight like a proper skill, if you do that, you die in pvp atleast.
universal_wrath wrote: »Zos, hello? Where is my class spammable? Where is my hurricane dmg buff? Air atronach? Hello?
And it's the only sustain ability in the game that gives you 8000HP and 3600 magicka or stamina instantly + 2400 stam or mag over 20 seconds. That's what makes it kinda unique tbh (good for class identity, isn't it ?^^).
Keep it that way, don't change this skill to a netch or a channeled/restoring focus copy, if I wanted these sort of skills I'd simply play those classes instead. It's not an easy skill to use especially as a tank (you have to anticipate when to use it and be careful when using it (cancel it if heavy attack in coming for ex)) but it's really rewarding. Although I agree they should adjust the animation of the skill to match its cast time.
I'd like if they take a look at some of the sorc's passives which are really clunky.
Canned_Apples wrote: »Stam Sorc still feel really bland and generic. Such a boring class.
YandereGirlfriend wrote: »Canned_Apples wrote: »Stam Sorc still feel really bland and generic. Such a boring class.
My first character was a stamSorc and I thought that's just the way that ESO was.
It wasn't until I rolled a MagSorc and a Warden that I was like "Oh, THIS is what an actual class feels like!"
It's insane that ZOS hasn't yet realized that Weapon/Guild skills should be abilities to fill in the gaps and supplement class skills (and, if your classes are well-designed, they shouldn't need much supplementing) NOT constitute the entirety of a class.
YandereGirlfriend wrote: »Canned_Apples wrote: »Stam Sorc still feel really bland and generic. Such a boring class.
My first character was a stamSorc and I thought that's just the way that ESO was.
It wasn't until I rolled a MagSorc and a Warden that I was like "Oh, THIS is what an actual class feels like!"
It's insane that ZOS hasn't yet realized that Weapon/Guild skills should be abilities to fill in the gaps and supplement class skills (and, if your classes are well-designed, they shouldn't need much supplementing) NOT constitute the entirety of a class.
Why did you choose a stamsorc, though? What makes you look at the most obvious caster class and say "I wanna use a two-hander with that!"? Curious.
YandereGirlfriend wrote: »Canned_Apples wrote: »Stam Sorc still feel really bland and generic. Such a boring class.
My first character was a stamSorc and I thought that's just the way that ESO was.
It wasn't until I rolled a MagSorc and a Warden that I was like "Oh, THIS is what an actual class feels like!"
It's insane that ZOS hasn't yet realized that Weapon/Guild skills should be abilities to fill in the gaps and supplement class skills (and, if your classes are well-designed, they shouldn't need much supplementing) NOT constitute the entirety of a class.
Why did you choose a stamsorc, though? What makes you look at the most obvious caster class and say "I wanna use a two-hander with that!"? Curious.
YandereGirlfriend wrote: »Canned_Apples wrote: »Stam Sorc still feel really bland and generic. Such a boring class.
My first character was a stamSorc and I thought that's just the way that ESO was.
It wasn't until I rolled a MagSorc and a Warden that I was like "Oh, THIS is what an actual class feels like!"
It's insane that ZOS hasn't yet realized that Weapon/Guild skills should be abilities to fill in the gaps and supplement class skills (and, if your classes are well-designed, they shouldn't need much supplementing) NOT constitute the entirety of a class.
Why did you choose a stamsorc, though? What makes you look at the most obvious caster class and say "I wanna use a two-hander with that!"? Curious.
Mygalomorpea wrote: »Did some quick checks on the PTS with a StamSorc and... It is looking better. The change to Bound Armaments is a nice damaging skill with the unique twist that you can't recast it easily to refresh the duration. Initially I thought it would feel like a strange bow proc or slightly slower Sub-assault. But it doesn't.
As for the stamina pet... In my mind a stam sorc should be about using magic to augment their physical prowess, not summoning pets. I have always thought that the clanfear was a tank morph, not a dps morph. I don't want to try it out because I am scared it might be worth while and then my brutal killing machine, overflowing with arcane power, will have a puppy...
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
an other question : Why you don't give any spammable since years for the sorc' ? I don't understand what's wrong for sorc' to get a spammable ! For Stam I mean. Mago got it with staff..
I have some Question for the devs ( @ZOS_Gilliam , @ZOS_BrianWheeler ):
- what is the point of heavy overload? - it does lowish damage for an ultimate especial considering that it is a channel and the area is really extreme small
- any plans for cblast?
- why should i slot a pet in pvp? it takes 2 bar slots, not really clever and has really limited control options, dies a lot especial open world and is not really made for big fights (anyone who says the pet does not die did not play with them open world and it is even worse if the pet has not a heal build in since you really can not keep it a live and the limited range of heals and shield + the 6 sec time and the permanent shield nerfs did not make it any better), cast time and you can quite often not even see when the pet died and get into a really long cast time instead of casting a heal
- why would you give a aoe semi-heal-overtime (surge) that only triggers if you already heal someone to a class without any other real heals? I mean this skill only heals others if you already healing them and then is the question: do i really need then the heal? hots are there to counter either unpredictable burst but the whole point of this skill is now to heal if you already healing. It is just a really terrible design and makes it useless as utility skill if you are not already spect into healing in contrast to the other aoe-hot other classes have. And with the probability trigger is also has a lower healing output than the other skills unless the player has nothing specced into "damage" and is just a tank
- any bug fixes coming for sorc? way too many skills are bugged
- any plans for the mag morph of bound armor?
- any plans for sorc mines?
- why is encase the only root skill that does absolutely nothing if you can not root the enemy?
Bugs:Undo: does not work quite often
- cfrag still has the double dodge window (once when fired and once before hit) - something is also sometimes off that you are forced to hard cast the skill (have not really found out what causes it or if i actually screwed it up)
- fury also has the double dodge window
- overload + force pulse makes force pulse invisible sometimes
- curse animation is sometimes invisible
- shields bugs: despise casting the shield does not go off also damage does calculate before the shield
- boundless strom does not go off but you see the animation
- overload: sometimes you can not cast any light attacks at all and only switching off overload fixes it, targeting is also sometimes off, (no ulti reg while overload active maybe intended but it is not written in the skill tooltip)
- streak (3 freaking bugs): streak does not go off but you see the animation for it(especial often if someone is casting a cc on you), you can not streak but get invalid location, streak roots you in place
- pets: if you re-summon the pet and really fast activate it's special skill, it will be be un-summoned and you will cast it again (happens more often in lag and is painful if you want to cast a emergency heal)
- attro: does not go off, like all ground targeted skills it sometimes will not go off, it can fall trough the map
- lighting splash: does not go off, like all ground targeted skills it sometimes will not go off
weapons are on your feet instead of being in your hands
Edit: also for the sake of my sanity fix combat bug and change the rules so that i can change siege in combat and skills if i have not taken active part in the fight.
universal_wrath wrote: »I have some Question for the devs ( @ZOS_Gilliam , @ZOS_BrianWheeler ):
- what is the point of heavy overload? - it does lowish damage for an ultimate especial considering that it is a channel and the area is really extreme small
- any plans for cblast?
- why should i slot a pet in pvp? it takes 2 bar slots, not really clever and has really limited control options, dies a lot especial open world and is not really made for big fights (anyone who says the pet does not die did not play with them open world and it is even worse if the pet has not a heal build in since you really can not keep it a live and the limited range of heals and shield + the 6 sec time and the permanent shield nerfs did not make it any better), cast time and you can quite often not even see when the pet died and get into a really long cast time instead of casting a heal
- why would you give a aoe semi-heal-overtime (surge) that only triggers if you already heal someone to a class without any other real heals? I mean this skill only heals others if you already healing them and then is the question: do i really need then the heal? hots are there to counter either unpredictable burst but the whole point of this skill is now to heal if you already healing. It is just a really terrible design and makes it useless as utility skill if you are not already spect into healing in contrast to the other aoe-hot other classes have. And with the probability trigger is also has a lower healing output than the other skills unless the player has nothing specced into "damage" and is just a tank
- any bug fixes coming for sorc? way too many skills are bugged
- any plans for the mag morph of bound armor?
- any plans for sorc mines?
- why is encase the only root skill that does absolutely nothing if you can not root the enemy?
Bugs:Undo: does not work quite often
- cfrag still has the double dodge window (once when fired and once before hit) - something is also sometimes off that you are forced to hard cast the skill (have not really found out what causes it or if i actually screwed it up)
- fury also has the double dodge window
- overload + force pulse makes force pulse invisible sometimes
- curse animation is sometimes invisible
- shields bugs: despise casting the shield does not go off also damage does calculate before the shield
- boundless strom does not go off but you see the animation
- overload: sometimes you can not cast any light attacks at all and only switching off overload fixes it, targeting is also sometimes off, (no ulti reg while overload active maybe intended but it is not written in the skill tooltip)
- streak (3 freaking bugs): streak does not go off but you see the animation for it(especial often if someone is casting a cc on you), you can not streak but get invalid location, streak roots you in place
- pets: if you re-summon the pet and really fast activate it's special skill, it will be be un-summoned and you will cast it again (happens more often in lag and is painful if you want to cast a emergency heal)
- attro: does not go off, like all ground targeted skills it sometimes will not go off, it can fall trough the map
- lighting splash: does not go off, like all ground targeted skills it sometimes will not go off
weapons are on your feet instead of being in your hands
Edit: also for the sake of my sanity fix combat bug and change the rules so that i can change siege in combat and skills if i have not taken active part in the fight.
I just would like to comment on two points:
Overlaod heavy attack is strong especaily if you have off balance proc, you have put up a huge dmg. I would argue that overlaod light attack that need adjustments. It is clunky to use in rotations and plain to use. Why not just make your weapons sparky and what ever type you use it enhance it. For example, using 2h, just make 2h LA does overlaod dmg with the normal weaving of LA and melee range instead of 28 meters, same goes for other weapons. Also, overlaod should be used like other ultimates, sorcerer is the only class in game that has cheap ultimate and can't proc master archetect or war machine. Don't make it toggle if it is below certain point for example like 250 ultimate or just make it that it consumes the whole ultimate and depends on the amount collected, extend the duration instead of useage.
Another thing is power surge I think the skill is nice, problem is that is it only works on 6 people and cooldown 3 secs, too much. Reduce the cooldown or increase the number of people affected. Other problem us that the heal from the skill does not scale with magicka and stam, weapon or spll dmg, and part of the skill is giving 20% spell dmg. Did they not look at that? The spell dmg buff should be changed to something else like healing done or increased, does not have to be named of that is a problem and it can be inferoir to that mamed buffs as well. Either way, healing buff will benefit all healing sources like matriach that only scale with max magicka and things like mutegen better than the spell dmg increase by far. Last point is that the proc requires critical healing, why?
Other points you mentioned are totaly valid.
universal_wrath wrote: »I have some Question for the devs ( @ZOS_Gilliam , @ZOS_BrianWheeler ):
- what is the point of heavy overload? - it does lowish damage for an ultimate especial considering that it is a channel and the area is really extreme small
- any plans for cblast?
- why should i slot a pet in pvp? it takes 2 bar slots, not really clever and has really limited control options, dies a lot especial open world and is not really made for big fights (anyone who says the pet does not die did not play with them open world and it is even worse if the pet has not a heal build in since you really can not keep it a live and the limited range of heals and shield + the 6 sec time and the permanent shield nerfs did not make it any better), cast time and you can quite often not even see when the pet died and get into a really long cast time instead of casting a heal
- why would you give a aoe semi-heal-overtime (surge) that only triggers if you already heal someone to a class without any other real heals? I mean this skill only heals others if you already healing them and then is the question: do i really need then the heal? hots are there to counter either unpredictable burst but the whole point of this skill is now to heal if you already healing. It is just a really terrible design and makes it useless as utility skill if you are not already spect into healing in contrast to the other aoe-hot other classes have. And with the probability trigger is also has a lower healing output than the other skills unless the player has nothing specced into "damage" and is just a tank
- any bug fixes coming for sorc? way too many skills are bugged
- any plans for the mag morph of bound armor?
- any plans for sorc mines?
- why is encase the only root skill that does absolutely nothing if you can not root the enemy?
Bugs:Undo: does not work quite often
- cfrag still has the double dodge window (once when fired and once before hit) - something is also sometimes off that you are forced to hard cast the skill (have not really found out what causes it or if i actually screwed it up)
- fury also has the double dodge window
- overload + force pulse makes force pulse invisible sometimes
- curse animation is sometimes invisible
- shields bugs: despise casting the shield does not go off also damage does calculate before the shield
- boundless strom does not go off but you see the animation
- overload: sometimes you can not cast any light attacks at all and only switching off overload fixes it, targeting is also sometimes off, (no ulti reg while overload active maybe intended but it is not written in the skill tooltip)
- streak (3 freaking bugs): streak does not go off but you see the animation for it(especial often if someone is casting a cc on you), you can not streak but get invalid location, streak roots you in place
- pets: if you re-summon the pet and really fast activate it's special skill, it will be be un-summoned and you will cast it again (happens more often in lag and is painful if you want to cast a emergency heal)
- attro: does not go off, like all ground targeted skills it sometimes will not go off, it can fall trough the map
- lighting splash: does not go off, like all ground targeted skills it sometimes will not go off
weapons are on your feet instead of being in your hands
Edit: also for the sake of my sanity fix combat bug and change the rules so that i can change siege in combat and skills if i have not taken active part in the fight.
I just would like to comment on two points:
Overlaod heavy attack is strong especaily if you have off balance proc, you have put up a huge dmg. I would argue that overlaod light attack that need adjustments. It is clunky to use in rotations and plain to use. Why not just make your weapons sparky and what ever type you use it enhance it. For example, using 2h, just make 2h LA does overlaod dmg with the normal weaving of LA and melee range instead of 28 meters, same goes for other weapons. Also, overlaod should be used like other ultimates, sorcerer is the only class in game that has cheap ultimate and can't proc master archetect or war machine. Don't make it toggle if it is below certain point for example like 250 ultimate or just make it that it consumes the whole ultimate and depends on the amount collected, extend the duration instead of useage.
Another thing is power surge I think the skill is nice, problem is that is it only works on 6 people and cooldown 3 secs, too much. Reduce the cooldown or increase the number of people affected. Other problem us that the heal from the skill does not scale with magicka and stam, weapon or spll dmg, and part of the skill is giving 20% spell dmg. Did they not look at that? The spell dmg buff should be changed to something else like healing done or increased, does not have to be named of that is a problem and it can be inferoir to that mamed buffs as well. Either way, healing buff will benefit all healing sources like matriach that only scale with max magicka and things like mutegen better than the spell dmg increase by far. Last point is that the proc requires critical healing, why?
Other points you mentioned are totaly valid.
I really like the overload light attack from a pvp perspective. I know a lot of sorcs in pvp don’t know how to light attack weave so don’t use it, but if you know how it’s a good ultimate.
Only thing I don’t like is the GCD toggling it on, it’s a little delay for your burst.
universal_wrath wrote: »I have some Question for the devs ( @ZOS_Gilliam , @ZOS_BrianWheeler ):
- what is the point of heavy overload? - it does lowish damage for an ultimate especial considering that it is a channel and the area is really extreme small
- any plans for cblast?
- why should i slot a pet in pvp? it takes 2 bar slots, not really clever and has really limited control options, dies a lot especial open world and is not really made for big fights (anyone who says the pet does not die did not play with them open world and it is even worse if the pet has not a heal build in since you really can not keep it a live and the limited range of heals and shield + the 6 sec time and the permanent shield nerfs did not make it any better), cast time and you can quite often not even see when the pet died and get into a really long cast time instead of casting a heal
- why would you give a aoe semi-heal-overtime (surge) that only triggers if you already heal someone to a class without any other real heals? I mean this skill only heals others if you already healing them and then is the question: do i really need then the heal? hots are there to counter either unpredictable burst but the whole point of this skill is now to heal if you already healing. It is just a really terrible design and makes it useless as utility skill if you are not already spect into healing in contrast to the other aoe-hot other classes have. And with the probability trigger is also has a lower healing output than the other skills unless the player has nothing specced into "damage" and is just a tank
- any bug fixes coming for sorc? way too many skills are bugged
- any plans for the mag morph of bound armor?
- any plans for sorc mines?
- why is encase the only root skill that does absolutely nothing if you can not root the enemy?
Bugs:Undo: does not work quite often
- cfrag still has the double dodge window (once when fired and once before hit) - something is also sometimes off that you are forced to hard cast the skill (have not really found out what causes it or if i actually screwed it up)
- fury also has the double dodge window
- overload + force pulse makes force pulse invisible sometimes
- curse animation is sometimes invisible
- shields bugs: despise casting the shield does not go off also damage does calculate before the shield
- boundless strom does not go off but you see the animation
- overload: sometimes you can not cast any light attacks at all and only switching off overload fixes it, targeting is also sometimes off, (no ulti reg while overload active maybe intended but it is not written in the skill tooltip)
- streak (3 freaking bugs): streak does not go off but you see the animation for it(especial often if someone is casting a cc on you), you can not streak but get invalid location, streak roots you in place
- pets: if you re-summon the pet and really fast activate it's special skill, it will be be un-summoned and you will cast it again (happens more often in lag and is painful if you want to cast a emergency heal)
- attro: does not go off, like all ground targeted skills it sometimes will not go off, it can fall trough the map
- lighting splash: does not go off, like all ground targeted skills it sometimes will not go off
weapons are on your feet instead of being in your hands
Edit: also for the sake of my sanity fix combat bug and change the rules so that i can change siege in combat and skills if i have not taken active part in the fight.
I just would like to comment on two points:
Overlaod heavy attack is strong especaily if you have off balance proc, you have put up a huge dmg. I would argue that overlaod light attack that need adjustments. It is clunky to use in rotations and plain to use. Why not just make your weapons sparky and what ever type you use it enhance it. For example, using 2h, just make 2h LA does overlaod dmg with the normal weaving of LA and melee range instead of 28 meters, same goes for other weapons. Also, overlaod should be used like other ultimates, sorcerer is the only class in game that has cheap ultimate and can't proc master archetect or war machine. Don't make it toggle if it is below certain point for example like 250 ultimate or just make it that it consumes the whole ultimate and depends on the amount collected, extend the duration instead of useage.
Another thing is power surge I think the skill is nice, problem is that is it only works on 6 people and cooldown 3 secs, too much. Reduce the cooldown or increase the number of people affected. Other problem us that the heal from the skill does not scale with magicka and stam, weapon or spll dmg, and part of the skill is giving 20% spell dmg. Did they not look at that? The spell dmg buff should be changed to something else like healing done or increased, does not have to be named of that is a problem and it can be inferoir to that mamed buffs as well. Either way, healing buff will benefit all healing sources like matriach that only scale with max magicka and things like mutegen better than the spell dmg increase by far. Last point is that the proc requires critical healing, why?
Other points you mentioned are totaly valid.
I really like the overload light attack from a pvp perspective. I know a lot of sorcs in pvp don’t know how to light attack weave so don’t use it, but if you know how it’s a good ultimate.
Only thing I don’t like is the GCD toggling it on, it’s a little delay for your burst.
If you think you can LA weave overload, you are the one who does not know what they are doing. Overload is tied to the GCD, so your "weave" isnt one.
CreepyPahuska wrote: »Sustain being the issue this patch if the idea is for us to use Dark Exchange you need to remove the cast time and adjust so we can smoothly insert it into a rotation and doesn't feel clunky to use.
I strongly disagree with this. Dark Exchange isn't designed for DDs, and shouldn't be designed for DDs. I works perfectly fine for non-DD roles, and the cast time is the price we have to pay for such a huge burst of ressources. If you remove the cast time you have to nerf how much ressources and heal you gain, which would very negatively impact anyone who isn't a DD. Taking something from one role to give it to another isn't a proper way to balance stuff. If you want more sustain you should look at all the passives that are completely useless. Rebate, for example, looks like a passive designed for sustain, but since pet don't die, it's totally useless.
Please don't forget that all sorcerers aren't Damage Dealers