Streak was changed because it works with same mechanic like dodge roll, but there was different cost. While dodge had only +33%, streak had 50%
Matriarch heal was buffed because that pet has little to no damage. There was also increased cost, which you dont mentioned and it takes two slots to use
Overload is crappy ultimate. It isnt worth of it cost. Slow, glowing projectile with minimum travel time which misses most of time in pvp.
Streak was changed because it works with same mechanic like dodge roll, but there was different cost. While dodge had only +33%, streak had 50%
Matriarch heal was buffed because that pet has little to no damage. There was also increased cost, which you dont mentioned and it takes two slots to use
Overload is crappy ultimate. It isnt worth of it cost. Slow, glowing projectile with minimum travel time which misses most of time in pvp.
But Streak is incomparable to roll dodge. Roll dodge isn't an unblockable stun and doesn't travel a stupidly long distance.
Streak was changed because it works with same mechanic like dodge roll, but there was different cost. While dodge had only +33%, streak had 50%
Matriarch heal was buffed because that pet has little to no damage. There was also increased cost, which you dont mentioned and it takes two slots to use
Overload is crappy ultimate. It isnt worth of it cost. Slow, glowing projectile with minimum travel time which misses most of time in pvp.
But Streak is incomparable to roll dodge. Roll dodge isn't an unblockable stun and doesn't travel a stupidly long distance.
Streak doesnt dodge projectiles and melee atacks
I ain't finished below a sorc in a BG for about 2 years on Magplar - If you can survive their burst (however you choose to), they don't have much else.
Cast time Ults
The .4s on ults is no drama, I don't know why people fuss on that, I use Dawny in BGs for the group AOE and it's barely noticeable.
Fury
I do quite like your change to Fury as that is a no skill abilitiy - Too many sorcs go into BGs and literally spam that over and over, especially when you're not fighting them.
Same thing happens with noob Templars spamming Radiant praying their team gets you weak as well so we can chalk that up to inexperience and lack of skill on the classes - Would be a potentially good change though.
Dizzy
From a 'cool' perspective, a lot of backpack combos were made worse with the dizzying change - Think Stam Warden, 3 button builds etc; It's not a bad thing that they're gone.
Dizzying is fine as it is there's more than enough reward for pressing that 1 skill over and over, it's still being used by a lot of stam players doing very similar 3 button combos [Dizzy -> Leap -> Executioner, Dizzy -> Berserker -> Executioner] etc which shouldn't be so simple imo.
MMR & Premades
Everyone knows premades ruin BG's when matched against solo players - They are often easily dealt with alone like you said but if they hold each others *** 24/7 it can be tough and they shouldn't be in there with solo players - They should be matched separately, especially when you then get 3 <160CP's on your team but I wouldn't hold your breathe on that.
For MMR to work, it has to exist and have visibility, whether there's a seasonal leaderboard or what doesn't matter, it should at the very least be displayed in your game leaderboard - In my BG's there's always multiple people who I guarantee shouldn't be in there and I really don't understand what got them there in the first place.
Make it visible, match people correctly and figure out a good system to manage it, be that ELO or something else.
MMR should not be based on Wins/Losses because you'll just get people losing games over and over to just smash their way back up (Like dropping down from Div 1 to Div 8 in Fifa to beat all the scrubs 19-0 each game until you're Div 1 again, then repeating)
And although a potentially controversial opinion, I find people that play Objectives hard, are generally quite bad at PvP and will avoid it at almost any cost, some doing < 100k damage in a game that I do 2M for example - There needs to be a balance, maybe a minimum damage output or some kind of algorithm that takes healing/damage and adjusts your MMR gain based on that.
I chucked together an example here https://dotnetfiddle.net/o1jf4B - It's not definitive or even remotely optimal but you get the idea
SoixanteNeuf wrote: »Streak was changed because it works with same mechanic like dodge roll, but there was different cost. While dodge had only +33%, streak had 50%
Matriarch heal was buffed because that pet has little to no damage. There was also increased cost, which you dont mentioned and it takes two slots to use
Overload is crappy ultimate. It isnt worth of it cost. Slow, glowing projectile with minimum travel time which misses most of time in pvp.
But Streak is incomparable to roll dodge. Roll dodge isn't an unblockable stun and doesn't travel a stupidly long distance.
Streak doesnt dodge projectiles and melee atacks
Ball of lightning is more comparable to Roll dodge but Ball of lightning travels a further distance and instantly. The issue with both morphs is the distance traveled vs Roll dodge. Additionally, magsorcs can roll dodge then streak/ball of lightning.
Energy overload isn't a crappy ultimate, it's extremely powerful when used properly as a pressure mechanism.
It doesn't use your entire ult pool and you can toggle it on/off, which leads to a lot of flexibility in its use. You can store up to 20-25 overload attacks at max ult, which is about 200-300k+ damage over a 20-30 second time frame without even accounting for cfrag/force pulse/haunting/fury damage on top of that.I ain't finished below a sorc in a BG for about 2 years on Magplar - If you can survive their burst (however you choose to), they don't have much else.
Cast time Ults
The .4s on ults is no drama, I don't know why people fuss on that, I use Dawny in BGs for the group AOE and it's barely noticeable.
Fury
I do quite like your change to Fury as that is a no skill abilitiy - Too many sorcs go into BGs and literally spam that over and over, especially when you're not fighting them.
Same thing happens with noob Templars spamming Radiant praying their team gets you weak as well so we can chalk that up to inexperience and lack of skill on the classes - Would be a potentially good change though.
Dizzy
From a 'cool' perspective, a lot of backpack combos were made worse with the dizzying change - Think Stam Warden, 3 button builds etc; It's not a bad thing that they're gone.
Dizzying is fine as it is there's more than enough reward for pressing that 1 skill over and over, it's still being used by a lot of stam players doing very similar 3 button combos [Dizzy -> Leap -> Executioner, Dizzy -> Berserker -> Executioner] etc which shouldn't be so simple imo.
MMR & Premades
Everyone knows premades ruin BG's when matched against solo players - They are often easily dealt with alone like you said but if they hold each others *** 24/7 it can be tough and they shouldn't be in there with solo players - They should be matched separately, especially when you then get 3 <160CP's on your team but I wouldn't hold your breathe on that.
For MMR to work, it has to exist and have visibility, whether there's a seasonal leaderboard or what doesn't matter, it should at the very least be displayed in your game leaderboard - In my BG's there's always multiple people who I guarantee shouldn't be in there and I really don't understand what got them there in the first place.
Make it visible, match people correctly and figure out a good system to manage it, be that ELO or something else.
MMR should not be based on Wins/Losses because you'll just get people losing games over and over to just smash their way back up (Like dropping down from Div 1 to Div 8 in Fifa to beat all the scrubs 19-0 each game until you're Div 1 again, then repeating)
And although a potentially controversial opinion, I find people that play Objectives hard, are generally quite bad at PvP and will avoid it at almost any cost, some doing < 100k damage in a game that I do 2M for example - There needs to be a balance, maybe a minimum damage output or some kind of algorithm that takes healing/damage and adjusts your MMR gain based on that.
I chucked together an example here https://dotnetfiddle.net/o1jf4B - It's not definitive or even remotely optimal but you get the idea
- The cast time on ults isn't a huge issue in itself - it's the extra survivability it granted to magsorcs when trying to catch/pin down their more-mobile-than-usual-lately selves.
- The difference is, Radiant oppression is an active channel and has a ranged limit/single target. Endless fury functions as a lingering debuff (4 seconds) and can be activated on multiple people (3-4 at a time at most) and then proc'd at hypothetically, 100 meters away from damage that isn't even your own.
- Dizzy swing is a close range ability that requires positioning/aim and a 0.8 second channel. It used to fit perfectly into a stamina's burst damage roles (killing healers/backline people), as opposed to magicka's more attrition-based playstyle. I'll admit it's not completely useless but it makes former combos unviable and slowed down the game.
- The old MMR system was good but it led to a small group of players constantly playing each other, some of them were in that rank by virtue of just playing a lot but weren't necessarily of high caliber. I think it could be improved by lowering the MMR cap to increase the overall pool of players but implement a penalty for placing 3rd OR having low medal scores. It should be invisible as well, to avoid a toxic environment.
You stated a lot of the problems very well, but I don't personally agree with all of the proposals.
The big one I do agree with is changing Wrath/Fury to only trigger on the caster's damage. That should have been taken care of before BGs were launched.
3rd party healing is absolutely out of control, but instead of using Battle Spirit, I think they should use Impenetrable. Specifically, Crit Resistance also reduces the value of incoming 3rd party heal crits. This would go a long way toward damage:healing parity and also make other traits a worthwhile consideration for PvP.
As for D-Swing, I say bring the cast time back to 1 second and give it back the stun + knock back ONLY when striking an off-balance target. So you whack 'em once for off balance, whack 'em again for that awesome ragdoll stun, and follow up with an ult or execute or whatever. That's almost 3 whole seconds of counterplay window which is way more than enough! Make D-Swing sexy again @ZOS_Gilliam
SoixanteNeuf wrote: »You stated a lot of the problems very well, but I don't personally agree with all of the proposals.
The big one I do agree with is changing Wrath/Fury to only trigger on the caster's damage. That should have been taken care of before BGs were launched.
3rd party healing is absolutely out of control, but instead of using Battle Spirit, I think they should use Impenetrable. Specifically, Crit Resistance also reduces the value of incoming 3rd party heal crits. This would go a long way toward damage:healing parity and also make other traits a worthwhile consideration for PvP.
As for D-Swing, I say bring the cast time back to 1 second and give it back the stun + knock back ONLY when striking an off-balance target. So you whack 'em once for off balance, whack 'em again for that awesome ragdoll stun, and follow up with an ult or execute or whatever. That's almost 3 whole seconds of counterplay window which is way more than enough! Make D-Swing sexy again @ZOS_Gilliam
Those are really good suggestions @Solariken I don't quite agree with the stun + knock back only on off-bal targets because you can achieve the same thing with just holding down light attack for 0.2 secs longer. The initial stun justifies the melee range/channel time/proper positioning required.
Just to clarify, I'm not a magsorc hater - I used to main magsorc back when they weren't overpowered and had counters in bgs(example: stampede snare -> dizzy required a properly timed block before streaking away). Their burst potency wasn't nerfed while the potency of almost every other mag class (except magden) was reduced. I'm familiar with their burst potential (from 2 patches ago) : https://www.youtube.com/watch?v=Nm94SZqccCI.
Couldn't disagree more that MMR should be invisible - I don't know what 'toxicity' (hate buzzwords like that) would come from people knowing MMR' but it's a battleground, not a playground. The only 'toxic' players that I see from BG's is good players in a premade that get packed up by 1 or 2 man, even then, it's no big deal, they ideally wouldn't be matched against you solo.
Ain't gonna work, as long as it remains an execute ability.SoixanteNeuf wrote: »[*] Endless fury should proc only from the caster's damage
Ain't gonna work, as long as it remains an execute ability.SoixanteNeuf wrote: »[*] Endless fury should proc only from the caster's damage
It's not enough to simply require that you do any other damage to the target while they are below the execute threshold - if that were the case, it would still work almost exactly the same as before if you apply any DoT first, for example a weapon poison or even soultrap/entropy.
(same thing already happens with Phoenix set proc for example; it won't normally proc from casting abilities that cost HP, but it will if you have a lingering ravage health debuff active - even if it's self-applied)
What you are proposing, would require completely redoing how Fury works... effectively making it almost a carbon copy of PotL, just with a different animation.
No thanks, we already have way too much ability homogenization FFS.
Reinstate the powersigil for death match xD