The only changes I'd like to see this list are:
Crystal weapon - I'd like it to keep it's unique penetration buff
Bound armaments - rework the current ability to work kind of how Grim Focus used to work. For every light/heavy attack you increase a stat by 1% per dagger summoned.
The stat I propose is critical chance. For every dagger summoned, you up your crit chance by either 1%
Right now sorcerer suffers from lack of healing and bound armaments functioning in such a way will help sorcerer maximize the healing you get ouf of Critical surge/Power surge. Both morphs benefit from the critical percent bonus and it helps sorcerer healers and solo sorcerers who are built into critical chance
MetallicMonk wrote: »The only changes I'd like to see this list are:
Crystal weapon - I'd like it to keep it's unique penetration buff
Bound armaments - rework the current ability to work kind of how Grim Focus used to work. For every light/heavy attack you increase a stat by 1% per dagger summoned.
The stat I propose is critical chance. For every dagger summoned, you up your crit chance by either 1%
Right now sorcerer suffers from lack of healing and bound armaments functioning in such a way will help sorcerer maximize the healing you get ouf of Critical surge/Power surge. Both morphs benefit from the critical percent bonus and it helps sorcerer healers and solo sorcerers who are built into critical chance
Sorc needs way more help healing wise than just more crit surge procs lol
I agree with that but any help at all is better for sorcerer than what's been done to the class in 2 years. And I think it's a nice small step to address that and it's not too big of a buff to be overbearing in both PVE and PvP
MetallicMonk wrote: »I agree with that but any help at all is better for sorcerer than what's been done to the class in 2 years. And I think it's a nice small step to address that and it's not too big of a buff to be overbearing in both PVE and PvP
I have no issues with the change just stating it would still be a pretty bottom tier class; also magsorc is in need of the most help and wouldn't do anything to help them really.
Sorry to say this, but this is the first comment I like in this thread.Aces-High-82 wrote: »1. Streak: either remove fatigue or increase range to a comparable value as other gap closers. The fatigue alone is just ridiculous to begin with. Don't see that crap on toppling eg.
2. Ward: even building into max mag it is laughable compared to burst heals if you compare the cost. 4k max mag should result in 1k shield strength, no matter in which environment. The health cap just hinders to build for a glass cannon type.
3. Frags: since Miats exists the travel time is simply too slow. Don't know how to adjust crystal morph to retains its power but clearly Cfrag needs some love. A stun like in the past would help if proc. If that's too much increase proc chance significantly or increase its proc damage portion to 100%
WrathOfInnos wrote: »I like these ideas a lot. The only one I disagree with is Crystal Weapon. I enjoy the useful 1k unique armor debuff, it helps medium armor builds get to the PVE armor cap and often earns stam sorc a roster spot (which is not guaranteed now that Nightblade and Sorc crit buffs are largely redundant).
I also think that the total damage per cast of Crystal Weapon should be lower than a full Bound Armaments proc. The 4s cooldown and activation cast should result in a stronger attack than crystal weapon's 2s effective cooldown. On live it feels stupid that the meta is leaving Armaments stacks at 4 and ignoring the proc to continue alternating Crystal + DoT. The ~1.3 and ~1.4 scaling on PTS achieves this desired priority, but maybe something like 1.4 (CW) and 1.5 (BA) would be best. I just don't think CW should leapfrog over BA.
The only changes I'd like to see this list are:
Crystal weapon - I'd like it to keep it's unique penetration buff
Bound armaments - rework the current ability to work kind of how Grim Focus used to work. For every light/heavy attack you increase a stat by like 1-3% per dagger summoned. (number can be interchangeable)
The stat I propose is critical chance. For every dagger summoned, you up your crit chance by either 2% or 3% again number is interchangeable, just brainstorming here
Right now sorcerer suffers from lack of healing and bound armaments functioning in such a way will help sorcerer maximize the healing you get ouf of Critical surge/Power surge. Both morphs benefit from the critical percent bonus and it helps sorcerer healers and solo sorcerers who are built into critical chance
MetallicMonk wrote: »The only changes I'd like to see this list are:
Crystal weapon - I'd like it to keep it's unique penetration buff
Bound armaments - rework the current ability to work kind of how Grim Focus used to work. For every light/heavy attack you increase a stat by 1% per dagger summoned.
The stat I propose is critical chance. For every dagger summoned, you up your crit chance by either 1%
Right now sorcerer suffers from lack of healing and bound armaments functioning in such a way will help sorcerer maximize the healing you get ouf of Critical surge/Power surge. Both morphs benefit from the critical percent bonus and it helps sorcerer healers and solo sorcerers who are built into critical chance
Sorc needs way more help healing wise than just more crit surge procs lol
JustAGoodPlayer wrote: »Makung all abilitys lightning will increase your DPS by passive am i right.
You ask buff sorcs DPS. It is now worst DD compared to others ? Why such changes have to be added ?
The same time you have unique skill silence and streak as example - you not say that it looks to overperforming compared to other classes unique skills - some of them even do not skils that can be named unique.
Based on what you want such changes be added ?
JustAGoodPlayer wrote: »About 150% sum spamable understandable - it will not be a bad change if 100%+50% damage and no def debuff that you do not need in PVE as example - but what will be total damage with such changes ?
Will not it be much more than other classes have ?
MashmalloMan wrote: »JustAGoodPlayer wrote: »Makung all abilitys lightning will increase your DPS by passive am i right.
You ask buff sorcs DPS. It is now worst DD compared to others ? Why such changes have to be added ?
The same time you have unique skill silence and streak as example - you not say that it looks to overperforming compared to other classes unique skills - some of them even do not skils that can be named unique.
Based on what you want such changes be added ?
Look. I know you just want to see Sorc's burn, but come on, actually read the post. Is 5% on a few skills really going to overload Sorc's when they should of been Shock to begin with?
I know you main DK, you just had all your skills changed to Fire damage. My post literally has barely anything to do with DPS because frankly, I really don't care about that as much as I do class identity. Sorc's Shock/Physical synergy within the kit is severly underwhelming as there is nothing to support the idea that we should be the best Physical/Shock class.
DK's get all their abilities as Fire/Poison. They get increased duration for their dots beyond standards. They get 50% burning/poisoned damage. They get resource return by applying those status effects.
Warden can chill targets constantly and gets 10% crit damage, 10% frost damage, a bunch of bleed skills. They need adjustments too, but they're much better off than Sorc's for their classes element synergy.
I don't care about PVE DPS dummy meta parsing, I care about what feels fun.
JustAGoodPlayer wrote: »For me it is not feels fun if some class have to a lot of DPS and other classes are not welcome based on just this. Or only for buff.
Whyle DPS is same like other classes have - i do not really even care.
But as for PVP Sorc and NB looks overperforming.
And I do not see a reason for that. By removing unique skills or adding it to other classes - is not really big different for me.
Adding good skills looks like some thing better, but - after nerfing of some our skilles it looks like when some ont get nerf looks like some thing fun too ?
I ... make mud and throw it for 3 patches !!! I want some thing really better than this !
The same time wings ? DK do not fly - do not return attacks - some attacks even ignore wings ! It is garbage !
The same time streak - fast move / anevoidable stun or protection for range attacks.
Seems like some thing really good do not you think ?
Better than throwing mud - do not you think so ? )
MashmalloMan wrote: »JustAGoodPlayer wrote: »Makung all abilitys lightning will increase your DPS by passive am i right.
You ask buff sorcs DPS. It is now worst DD compared to others ? Why such changes have to be added ?
The same time you have unique skill silence and streak as example - you not say that it looks to overperforming compared to other classes unique skills - some of them even do not skils that can be named unique.
Based on what you want such changes be added ?
Look. I know you just want to see Sorc's burn, but come on, actually read the post. Is 5% on a few skills really going to overload Sorc's when they should of been Shock to begin with?
I know you main DK, you just had all your skills changed to Fire damage. My post literally has barely anything to do with DPS because frankly, I really don't care about that as much as I do class identity. Sorc's Shock/Physical synergy within the kit is severly underwhelming as there is nothing to support the idea that we should be the best Physical/Shock class.
DK's get all their abilities as Fire/Poison. They get increased duration for their dots beyond standards. They get 50% burning/poisoned damage. They get resource return by applying those status effects.
Warden can chill targets constantly and gets 10% crit damage, 10% frost damage, a bunch of bleed skills. They need adjustments too, but they're much better off than Sorc's for their classes element synergy.
I don't care about PVE DPS dummy meta parsing, I care about what feels fun.
Some people see things like this but it really isn't. I think it's really important that every class gets their class Fantasy looked at and Improved, especially classes with Elemental Buffs, having Elemental Passives that only apply to one or two of your skills sucks while DKs get to have a cohesive passive kit that helps their Elemental Damage type which is now across all of their skill trees (which also happens to be the strongest elemental damage type) shine.
MetallicMonk wrote: »Daily reminder Magsorc needs help offensively and defensively to match classes like necro/plar/DK in PvP.
MashmalloMan wrote: »I don't play mag sorc nearly as much as stam sorc in pvp, what would you suggest some of the problems are that could be fixed besides our double slotted killable burst heal and awful shield scaling?
I wish we had an easier time proccing Crit Surge. Over the past 2-3 years, crit chance has dropped, health and damage has increased, but it heals a flat value so no real benefit there. Crit Surge is just not as reliable as it once was because it's healing less of your total hp at a less reliable rate. To make it work, you need dots that tick once a second to once every half second and those aren't available outside of static aoe dots now.
Basically, this patch shows an unhidden nerf to our only class hot that can't be quantified by a spreadsheet and it's been gradually nerfed over the past few years with different changes to the game.
MashmalloMan wrote: »Note: I wrote these as if they're patch notes for week 4, so weeks 1/3 are taken into context. While I think there is a lot more that should be changed like updating passives, morph choices being more interesting, healing accessibilty, double bar pets, or minor prophecy being hyrbidized.. these suggestions are within the scope of what I think can and should be done for update 35.
I understand the duration increases for Surge/BA may seem like a lot, but keep in mind, my focus here is Sorc. I fully believe ZOS's focus should of been to reduce buff management for skills like those across the board, not just Sorc or sticky dots which failed gloriously. I thought that was the entire purpose of Update 35's objective, to reduce buff management and how much time we spend looking at our bars.
Dark Magic:
- Negate Magic:
- Suppression Field (morph):
- This morph now deals Shock damage instead of Magic damage.
- Crystal Shard:
- This ability and the Crystal Frag morph now deal Shock damage instead of Magic damage.
- Crystal Weapon (morph):
- Increases damage done by 1% each rank instead of penetration between 700 and 1000.
- No longer reduces armor by a unique value of 1000, instead guarantees the Sundered Status Effect to help double down on Sorc's being the Physical/Shock masters of ESO.
- The second hit now deals 50% damage of the first instead of 30%. When converting Melee Damage to Ranged Damage spammable standards, this results in 150% total damage instead of lives 222% damage.
- Encase:
- Shattering Prison (morph):
- This morph now deals Shock damage instead of Magic damage.
- Rune Prison:
- Rune Cage (morph):
- This morph now deals Shock damage instead of Magic damage.
- Daedric Mines:
- This ability and morphs now deal Shock damage instead of Magic damage.
Daedric Summoning:
- Summon Storm Atronach:
- This ability and morphs now last 20s up from 15s.
- Daedric Curse:
- This ability and morphs now deal Shock damage instead of Magic damage.
- Conjured Ward:
- This ability and morphs now scale based on weapon/spell damage and max stamina/magicka instead of just max magicka, but still capped by your max HP.
- Bound Armor:
- This ability and the Bound Aegis morph no longer passively increases your Max Magicka.
- This ability and the Bound Aegis morph now grant Max Magicka for 10 seconds after casting along with the Minor Protection.
- Bound Aegis (morph):
- The Minor Protection and Max Magicka now last for 20 seconds.
- Bound Armaments (morph):
- No longer passively increases your Light Attack Damage and Max Stamina.
- Max Stamina now provided when any portion of the skill is active.
- Increased the duration to 60s from 40s to decrease required buff management (purpose of update 35?).
- Fully charged heavy attacks now grant 2 Daggers instead of 1 like its close cousin Grim Focus.
- This ability can now be refreshed by reactivating when you don't have a target.
- No longer reduces cost by 50% for reactivation.
- For clarification, damage per hit is reduced by approximately 11% with weeks 1 and 3 combined.
Storm Calling:
- Lightning Form:
- This ability and morphs tick every 1s instead of every 2s again. This was reverted to better support the idea of Lightning Form being a useful tool to proc Critical Surge in melee combat more consistently than similar skills like Blade Cloak.
- This ability and morphs have their damage reduced by 50% to match reverted tick frequency.
- Hurricane (morph):
- Reduced damage scaling from 12% to 6% to match reverted tick frequency.
- Surge:
- This ability and the Power Surge morph now last 30s instead of 33s (even numbers, yay!).
- This ability and the Power Surge morph now heal for 2000 instead of 2550
- Power Surge (morph):
- Reduced the cooldown from 3s to 2s to better align with heal tick frequency.
- Critical Surge (morph):
- This morph now doubles in duration from 30s to 60s (purpose of update 35?).
- Lightning Splash:
- Enemies that take damage from this ability and morphs now take up to 6% extra shock damage for 3 seconds based on your weapon/spell damage.
TLDR: One can dream right?
Usually I don't do that, but maybe you missed my comment #39?MashmalloMan wrote: »I don't play mag sorc nearly as much as stam sorc in pvp, what would you suggest some of the problems are that could be fixed besides our double slotted killable burst heal and awful shield scaling?
CleymenZero wrote: »I would not want to live in that dream. Sry but the obsessions with the fact that Sorcs MUST deal shock dmg etc and a lot of other stuff is pure RP.
Sry you put so much effort into this. I think a lot of it is not enticing at all.
Rebuff crystal weapons and bound armaments, buff lightning flood and we're almost good. Simple.
If by RP, you mean playing a class that has some sort of semblence of logic within it's class power fantasy and design to the skills they use in an RPG, yes, that is entirely why it should be changed and I'm not sure why anyone would be against it. It's not so much an obsession, but a... "why not?"CleymenZero wrote: »I would not want to live in that dream. Sry but the obsessions with the fact that Sorcs MUST deal shock dmg etc and a lot of other stuff is pure RP.
CleymenZero wrote: »Sry you put so much effort into this. I think a lot of it is not enticing at all.
Rebuff crystal weapons and bound armaments, buff lightning flood and we're almost good. Simple.
Usually I don't do that, but maybe you missed my comment #39?MashmalloMan wrote: »I don't play mag sorc nearly as much as stam sorc in pvp, what would you suggest some of the problems are that could be fixed besides our double slotted killable burst heal and awful shield scaling?
I didn't understand that you were not reacting to it and gave me no answer and so on - but sure it's your time.
(I was a bit sad after I saw you were instead answering 3 or 4 times to the obvious troll - but it's your time )
My questions were honest - I'm not the right one to say my whishes are to much - or don't help enough (or only me).
So I was hoping for some input and views from other sorcs....
Comments from Metallic would be appreciated as well, as he seems to be nobody who wants to much
And I agree on the step by step approach - but something which helps directly from the beginning of u35 would be really nice.
But with all the suggestions I fear I would lose again for me, my playstyle and my "skill".
As a medium PvP magSorc in NoCP, I lost in U33 because there was no real hybrid advantage for me and my build(s).
I tried all new possibilities - even using 2H or Bow and not my healing staff and so on.
But at the end I played like in U32 (but with a lower chance to proc my frags ) and all(?) the other classes got buffes because of hybrid.
- I don't see the benefit for me if everything is based on shock dmg (even more if frag would get phys. dmg) - maybe I don't get the point?
- I don't know if my shield would be bigger if it would base on spell/wpn-dmg + Mag - I guess that would only depend on their formula and I don't know what formula they will use - maybe I get an even smaller shield in NoCP? (because we have to care more about reg and cannot stack so much dmg)
Even with most sets which give more dmg like "war maiden" "wrath of the imperium" or netch (if you get the shock dmg changes) wouldn't boost the shield size. So I don't see any benefit here as well. Is there something I miss?
- The only benefit in the discussion here - again just for me (I know I'm not the middle of the world) would be to get major Prophecy on an internal skill. But on flappy it wouldn't help me at all - that was just the Tannus PvE view (no offence at all - btw I liked your sorc parses threads)
So just to sum what I (yes egoistic view - I know ) like to see and what my problems are:
1) shield size (and duration) - I would welcome any increase and 2s longer on conjured and it morphs. (sure I take even more, but 2s is maybe a good starting point?)
2) because bar space is always a sorc problem I still miss a real class spammable to get rid of CS.
I would like if the cast time on standard frag would be removed. I don't know if that is to much to ask for, bc no other sorc is asking for that....?
Faster travel time would be great too - I agree on that.
I always like when chased (so they don't look at me) players always(!) exactly dodge when I cast frags
(btw different travel time between Fire-LA and Overload is something I don't like - but that's again possibly only me)
3) Finish the hybrid changes on potions/glyphes and skills/passives. That would help for sure everybody, but I want to mention how much this hurts me as a sorc.
4) And I like the idea of major Prophecy, because I would get the chance to get a free bar slot by removing mage light - but I'm not 100% sure I would realy do that with all the NBs in mind, which will be coming with U35?