LiquidPony wrote: »Sorcerer feedback:
1. The changes are almost universally awful.
2. Did you really fix Major Berserk on the Storm Atro this time? Like, *really really*? This has got to be about the 11th patch note where I've seen this fix.
3. The Volatile Familiar did not need a damage nerf or a 60% cost increase.
4. Summon Winged Twilight did not need a healing buff.
5. Lightning Splash did not need a cost increase or a damage nerf.
6. Bound Armaments is the most half-assed feature I can possibly imagine. You literally just gave stamsorcs a *** version of the Spectral Bow. And after we've gone through this whole skill audit and had all of these dev notes about "overloading skills" ... now you've got a skill that passively grants +2% weapon damage, +10% LA damage, +5% max stamina, *and* procs additional damage on cast every 4 LAs. Definitely not "over-loaded". The new skill is corny and eats up a GCD and the tradeoff is that you reduced the passive effects it granted before. This isn't "identity". This is off-brand stamblade.
rabidrufus64 wrote: »LiquidPony wrote: »Sorcerer feedback:
1. The changes are almost universally awful.
2. Did you really fix Major Berserk on the Storm Atro this time? Like, *really really*? This has got to be about the 11th patch note where I've seen this fix.
3. The Volatile Familiar did not need a damage nerf or a 60% cost increase.
4. Summon Winged Twilight did not need a healing buff.
5. Lightning Splash did not need a cost increase or a damage nerf.
6. Bound Armaments is the most half-assed feature I can possibly imagine. You literally just gave stamsorcs a *** version of the Spectral Bow. And after we've gone through this whole skill audit and had all of these dev notes about "overloading skills" ... now you've got a skill that passively grants +2% weapon damage, +10% LA damage, +5% max stamina, *and* procs additional damage on cast every 4 LAs. Definitely not "over-loaded". The new skill is corny and eats up a GCD and the tradeoff is that you reduced the passive effects it granted before. This isn't "identity". This is off-brand stamblade.
hey uh what movie is that gif from do u know?
I'd like to touch the identity part of sorcerers. The sorcerer is my main toon. I used it in many different ways: beginner mag sorc, tank sorc, pet sorc, stam sorc, caster/dot mag sorc, sorc healer. The most boring and annoying was the stam sorc dps. For pvp I used ranged mag with vicious ophidian and it was really fun. I'm not experienced enough for pvp though.
A sorcerer in ESO has 3 skill lines:
- Daedric Summoning (dps mostly, with pets)
- Dark Magic (mostly support with crystal shards as cherry on top)
- Storm Calling (dps with lightning)
Passives favour lightning and physical damage.
Which abilities make sorcerers unique?
For pvp it's probably the negate ability. And a nice combo of delayed abilities. And streak.
As a pve damage dealer, it's probably the pets and lightning (with offbalance)
Self healing - surge.
Sustain - dark conversion but does it have to be a channel? It could be an instant cast with delayed results instead.
In my opinion, the identity for mag sorc is there, it's mostly the matter of numbers and pets mechanics. The ability you need to master for dpsing is crystal fragments.
For stam sorc, hurricane is most characteristic. Pets would be nice but aren't there better solutions?
- summon storm atronach could have an air atronach for the aoe morph and deal physical damage,
- daedric prey could scale off max offensive stats and deal lightning damage,
- crystal shard's crystal blast could be a physical version of crystal fragments, that would be the spammable of sorts,
- the blood magic passive could also help with stamina or magicka recovery,
- mage's wrath could be a stamina/physical copy of endless fury to help recover stamina while also scaling off max offensive stats.
Is it really necessary to add new complicated mechanics of bound armaments when a simple solution could solve the issue? I also don't think streak needs to scale off max stats. I always considered streak as the offensive morph (stun) and ball of light as the defensive morph.
All healers need a class ability to help with the healing output -> sorc healers have Power Surge.
Heal on demand -> Matriarch.
The healing ultimate -> absorption field.
An ability that provides an additional synergy -> lightning splash.
Plus passives giving 10% magicka regeneration and lowering the ultimate cost.
In my opinion, it's a great setup as long as power surge is reliable (a high crit build is needed).
Sorc tanks lack abilities helping to survive in most difficult situations that dragonknights and necromancers have (magma shell and bone goliath ultimates). Perhaps an atronach could lower the dmg of enemies in its aoe or could protect the group from projectiles by X %.
The ultimate cost reduction is nice, however, self healing from surge isn't very reliable for tanks due to the crit restrictions for tanks. The identity here are pets but again they are not very useful. Max health when using pets and increased health and stamina recovery are unique passives.
What are the abilities and their morphs that are seldom used?
- summon charged atronach,
- crystal blast,
- maybe shattering prison morph of encase.
To sum it up, I like my sorcerer. However, the changes in patch notes are not appealing to me. Some are unnecessary, other are too complicated. Besides, overloaded abilities are really hard to balance. Grim focus is a fine example. And it will not help the identity of stam sorc.
Cheers,
Zippy
rabidrufus64 wrote: »LiquidPony wrote: »Sorcerer feedback:
1. The changes are almost universally awful.
2. Did you really fix Major Berserk on the Storm Atro this time? Like, *really really*? This has got to be about the 11th patch note where I've seen this fix.
3. The Volatile Familiar did not need a damage nerf or a 60% cost increase.
4. Summon Winged Twilight did not need a healing buff.
5. Lightning Splash did not need a cost increase or a damage nerf.
6. Bound Armaments is the most half-assed feature I can possibly imagine. You literally just gave stamsorcs a *** version of the Spectral Bow. And after we've gone through this whole skill audit and had all of these dev notes about "overloading skills" ... now you've got a skill that passively grants +2% weapon damage, +10% LA damage, +5% max stamina, *and* procs additional damage on cast every 4 LAs. Definitely not "over-loaded". The new skill is corny and eats up a GCD and the tradeoff is that you reduced the passive effects it granted before. This isn't "identity". This is off-brand stamblade.
hey uh what movie is that gif from do u know?
For those somehow still equating relentless focus to bound armaments without actually trying:
https://forums.elderscrollsonline.com/en/discussion/494016/detailed-analysis-relentless-focus-vs-bound-armaments#latest
As for Sorc feedback, stamsorc skillset looks more varied especially with huge change to dizzy swing. I like the direction this is going but clanfear’s cost is quite high for its heals. I personally think it really isn’t worth using the active ability at all. If possible, would like bound armament’s magicka form to get some treatment as well to make it more usable (even if it is for tanks not DPS). Magsorc doesn’t feel that good to play as a DPS, I think we’re a bit pushed back to a bit more support/utility role. I feel like destruction staff’s pulsar can also be worked as another spammable or an impactful skill to use. It feels quite weak and underutilized at the moment.
LiquidPony wrote: »
LOL!
Yes, they're *very* different because one does disease damage and the other does physical damage, and one does damage instantly and the other spreads it over a whopping 1.2 seconds.
From a PvE perspective, they're basically identical. Defile is irrelevant. The type of damage is irrelevant. Whether it's burst or a pseudo-DoT is irrelevant.
This is not a "good" or "interesting" change. It's just a tiny variation on Grim Focus. Get real.
@ZOS_GinaBruno
I've tested it on the PTS.
The damage is too low.
It's roughly 12k (at its best with 4 daggers critting) damage on guards in Cyrodiil on the PTS, with 4.5k melee power, 30k stamina, and 10k + 20% melee penetration.
That means on players (with all planets aligned, everything procing and everything critting) it will kick in for around 4k damage at its best. The spike needs to be higher, to be on part with other spells like these.
Beside this, it's a very very cool spell, thank for it
You MUST BE JOKING.... It already gives you 5% max stam and 10% light attack damage. You think that ability should have MORE?
Haaaaa ha ha ha! Haaa ha ha... ha? Oh... you're serious?! Nah, we did that.; fool me twice shame on me and all that. The ZOS combat team ignores everything we say except for bug reports.ZOS_GinaBruno wrote: »... try them out on the PTS before providing feedback in this thread. Thank you!
rabidrufus64 wrote: »LiquidPony wrote: »Sorcerer feedback:
1. The changes are almost universally awful.
2. Did you really fix Major Berserk on the Storm Atro this time? Like, *really really*? This has got to be about the 11th patch note where I've seen this fix.
3. The Volatile Familiar did not need a damage nerf or a 60% cost increase.
4. Summon Winged Twilight did not need a healing buff.
5. Lightning Splash did not need a cost increase or a damage nerf.
6. Bound Armaments is the most half-assed feature I can possibly imagine. You literally just gave stamsorcs a *** version of the Spectral Bow. And after we've gone through this whole skill audit and had all of these dev notes about "overloading skills" ... now you've got a skill that passively grants +2% weapon damage, +10% LA damage, +5% max stamina, *and* procs additional damage on cast every 4 LAs. Definitely not "over-loaded". The new skill is corny and eats up a GCD and the tradeoff is that you reduced the passive effects it granted before. This isn't "identity". This is off-brand stamblade.
hey uh what movie is that gif from do u know?
Canned_Apples wrote: »@ZOS_BrianWheeler @ZOS_Gilliam
Conjured weapons do feel like a step in the right direction for a stamina sorc, but the damage and ability is underwhelming.
The Clannfear on the other hand.... why would anyone use it when Dark Deal only requires one slot, restores both health+stamina and also costs less magicka!
.
The weapons summoned by Bound Armaments don't seem to know whether they count as pets or not. You get the 8% max health from Expert Summoner, but no Magicka back from Rebate when the weapons are either triggered or expire and disappear. It works with Hunt Leader (you certainly get the Stamina back, didn't check the Health) but not Necropotence.