@Emma_Overload @Derra
Yes, I know that BoL is Spell Projectile absorption and not all projectile. I should have used the right terminology but mentioned 100% projectile in the sense that from a practical point of view, magicka classes, primarily magblade is affected mostly by the change. There are very limited "real" ranged effective stamina PvP builds cause it is mostly snipe-gankers that go ranged on stamina and as such stamina won't really effected.
Two things make BoL OP:
1) Magblades - This skill will make any Magsorc vs Magblade fight super lopsided. Any semi-decent magsorc will essentially hard counter magblades, denying them any real window to counter-burst.
2) Mobility - Bolt Escape is already one of the strongest mobility game and magsorc is by far the most mobile open world class. Makes no sense to attach further mobility bonuses on it.
@Emma_Overload @Derra
Yes, I know that BoL is Spell Projectile absorption and not all projectile. I should have used the right terminology but mentioned 100% projectile in the sense that from a practical point of view, magicka classes, primarily magblade is affected mostly by the change. There are very limited "real" ranged effective stamina PvP builds cause it is mostly snipe-gankers that go ranged on stamina and as such stamina won't really effected.
Two things make BoL OP:
1) Magblades - This skill will make any Magsorc vs Magblade fight super lopsided. Any semi-decent magsorc will essentially hard counter magblades, denying them any real window to counter-burst.
2) Mobility - Bolt Escape is already one of the strongest mobility game and magsorc is by far the most mobile open world class. Makes no sense to attach further mobility bonuses on it.
1) The absorb spell projectiles part has been buffed by what? 1 sec? how is that going to be so much of a difference for magblades?
Don't forget STACKING increased cost, BoL is not exactly a spammable, it has a huge kiss Curse effect attached to it
Magblades have CLOAK that can virtually deny ALL damage, you must be joking at this point lol
2) Bolt Escape is already one of the strongest magika mobility game and magsorc i magblade (shade+cloak) s by far the most mobile magika open world class. Makes no sense to attach further mobility bonuses on it - Fixed it for you
edit for accuracy
@Emma_Overload @Derra
Yes, I know that BoL is Spell Projectile absorption and not all projectile. I should have used the right terminology but mentioned 100% projectile in the sense that from a practical point of view, magicka classes, primarily magblade is affected mostly by the change. There are very limited "real" ranged effective stamina PvP builds cause it is mostly snipe-gankers that go ranged on stamina and as such stamina won't really effected.
Two things make BoL OP:
1) Magblades - This skill will make any Magsorc vs Magblade fight super lopsided. Any semi-decent magsorc will essentially hard counter magblades, denying them any real window to counter-burst.
2) Mobility - Bolt Escape is already one of the strongest mobility game and magsorc is by far the most mobile open world class. Makes no sense to attach further mobility bonuses on it.
1) The absorb spell projectiles part has been buffed by what? 1 sec? how is that going to be so much of a difference for magblades?
Don't forget STACKING increased cost, BoL is not exactly a spammable, it has a huge kiss Curse effect attached to it
Magblades have CLOAK that can virtually deny ALL damage, you must be joking at this point lol
2) Bolt Escape is already one of the strongest magika mobility game and magsorc i magblade (shade+cloak) s by far the most mobile magika open world class. Makes no sense to attach further mobility bonuses on it - Fixed it for you
edit for accuracy
2) incorrect. Magblade still moves at run speed even in stealth. They don't travel 20m a second like Bolt Escape
Please do not let the current version of Ball go Lightning go unscathed through the PTS.
TL;DR:
Leave Streak and Ball of Lightning as they are on Live. Give Lightning Form and morphs snare immunity. Standardize power levels properly.
What i don´t get is: are people actually against the root snare functionality or the stun?
Bc those changes seem decent from my perspective.
The increased time on absorb seems overkill. I would have hoped for a reduction to 2s (in light of the other buffs) tbh.
What i don´t get is: are people actually against the root snare functionality or the stun?
Bc those changes seem decent from my perspective.
The increased time on absorb seems overkill. I would have hoped for a reduction to 2s (in light of the other buffs) tbh.
Emma_Overload wrote: »What i don´t get is: are people actually against the root snare functionality or the stun?
Bc those changes seem decent from my perspective.
The increased time on absorb seems overkill. I would have hoped for a reduction to 2s (in light of the other buffs) tbh.
Two seconds wouldn't be such a problem if it weren't for the fact that we're talking about one the only spell in the game that has a cooldown. They can call it a "fatigue mechanic" or whatever, but it's a friggin' cooldown, in my opinion, and it lasts 4 whopping seconds. Maybe 6 seconds was too long, but I think the length of the orb should last at least as long as the cooldown. Even 3 seconds is a compromise!
Maybe the solution is to reduce BOTH the absorption orb AND the cost cooldown to 2 seconds... what do you think?
At this point I believe forumers are becoming Nerf Addicts.
ZOS: buffs one class skills
Players: No, no, no! No buffs please! Nerf it now.
Or people disguise themselves as Class X mains, just to give more weight to their nerf claims.
Or people are so tired of change at this point that the only feedback they provide now is Troll feedback
Joy_Division wrote: »What i don´t get is: are people actually against the root snare functionality or the stun?
Bc those changes seem decent from my perspective.
The increased time on absorb seems overkill. I would have hoped for a reduction to 2s (in light of the other buffs) tbh.
Do you mean where the stun mechanic happens?
If I wanted to use this defensively, the bad guy is usually where I am rather than where I am going.
Is this a nerf cloak thread already?
At this point I believe forumers are becoming Nerf Addicts.
ZOS: buffs one class skills
Players: No, no, no! No buffs please! Nerf it now.
Or people disguise themselves as Class X mains, just to give more weight to their nerf claims.
Or people are so tired of change at this point that the only feedback they provide now is Troll feedback
Joy_Division wrote: »What i don´t get is: are people actually against the root snare functionality or the stun?
Bc those changes seem decent from my perspective.
The increased time on absorb seems overkill. I would have hoped for a reduction to 2s (in light of the other buffs) tbh.
Do you mean where the stun mechanic happens?
If I wanted to use this defensively, the bad guy is usually where I am rather than where I am going.
Yes that´s what i mean.
The new root+snare immunity + the old stun mechanic would be grossly overpowered from a defensive pov. That´s why i think the new stun somewhat balances that out.
Please do not let the current version of Ball go Lightning go unscathed through the PTS. Ball of Lightning and Streak are two of the most used and iconic skills within the sorcerer kit. If the idea is to increase sorc identity via mobility you do not do that by making arguably the best mobile ability more mobile via snare immunity and ranged CC/snare immunity from all magicka builds.
By that logic, templars should should have their BoL (Breath of Life) buffed to give them further identity as the healing class. The changes to Ball of Lightning and Streak are unnecessary, and in regards to the former, a huge overloading of an already strong ability.
Wings were nerfed for being over bearing to ranged builds. Ball of Lightning, at 3 seconds has the same effect except it is even stronger. For all those DK mains who were upset about the wings nerf, please join a sorc main in nerfing Ball of Lightning. If your class cannot have overloaded abilities neither should sorcerers.
Adding to that, the change to Ball of Lightning turns it from a defensive ability to a hybrid offensive/defensive ability (that in actuality out-performs Streak on the PTS). The stun change, while welcomed as it provides a much needed fix to a void in the class kit, is actually killing diversity. Instead of having 1 offensive and 1 defensive morph, you know have 1 over-performing morph and the other one.
Sorcerer already has a plethora of underperforming skills (I'd strongly argue 1/3 of the kit) that could benefit from a balance pass. Spending time buffing one of the strongest tools in the live sorc kit is a detrimental detour that will ultimately result in nerfing the class in the wrong area (as sorcerer has always been nerfed). Streak sees more use than Ball of Lightning because there is no viable class stun. You do not address this issue by turning a defensive utility skill into an offensive stun but rather by turning the CLASS STUN into a usable ability *cough Rune Cage cough*.
Furthermore, one of the reasons that Streak was originally changed to be negated by block was due to abuse in group play where sorcs would spam a 0 counter AoE CC. Shards stun was removed for similar reasons. Why reimplement this in Streak?
Now of course we do not need a repeat of the Rune Cage fiasco, but neither do we need Ball of Lightning to parallel those dark times.
Please consider not over-buffing an already powerful ability.
Ideally leave Streak and Ball of Lightning untouched from current Live versions. But definitely do not allow Ball of Lightning to persist beyond 1.5 seconds.
If you want to give Sorcerers an offensive stun, buff Defensive Rune/Rune Cage.
If you want to increase mobility, buff the underwhelming Boundless Storm. Give this ability snare immunity.
If you want to create scenarios of critical decision-making instead of giving players a singular ability that out-performs everything else, give Hurricane snare immunity and force players to choose between survivability and offence. Do not give players the best of both worlds in a single skill (see Draining Shot changes in 5.0.0)
TL;DR:
Leave Streak and Ball of Lightning as they are on Live. Give Lightning Form and morphs snare immunity. Standardize power levels properly.
What i don´t get is: are people actually against the root snare functionality or the stun?
Bc those changes seem decent from my perspective.
The increased time on absorb seems overkill. I would have hoped for a reduction to 2s (in light of the other buffs) tbh.
winter coming (back) for bows... this time it'll look like a sorc instead of a dk >.<
the dmg immunity should last the same duration as a dodge. not more, not less.
Chilly-McFreeze wrote: »Joy_Division wrote: »What i don´t get is: are people actually against the root snare functionality or the stun?
Bc those changes seem decent from my perspective.
The increased time on absorb seems overkill. I would have hoped for a reduction to 2s (in light of the other buffs) tbh.
Do you mean where the stun mechanic happens?
If I wanted to use this defensively, the bad guy is usually where I am rather than where I am going.
Yes that´s what i mean.
The new root+snare immunity + the old stun mechanic would be grossly overpowered from a defensive pov. That´s why i think the new stun somewhat balances that out.
"balances is that out" is one way to put it. It loses the stun for defense, right. But why deform two cleary designed defensive/ offensive morphs to balance out a buff that wasn't necessary in the first place? The longer I think about it the more cleary it gets that the whole fingering with these morphs is uncalled for and will bring more harm than good in the long run, both for sorcs and for other classes.