Sorcerer reworks are always fun to come up with because the class is so cool, but missing so much. I don't have the endurance to write up a full one, but here is a mini-rework.
Basically I wanted to add a spammable and to make room for that I figured we could - and hear me out on this one - remove Surge while also making the game more accessible (but actually) by simply letting Sorcerers always have Major Sorcery/Brutality active. To keep it fair, every class would have one of the important basic buffs always active. The result - less "sweaty" buff management, more build diversity between classes, room for a new spammable and the healing part of Surge can be worked into a passive.
Storm Calling
Lightning BoltLightning Bolt is essentially Force Shock but pure shock damage. It uniquely increases in damage by 8% with a Lightning Staff equipped so that it doesn't matter whether you use it with Inferno or Lightning destro staff.
- Chain Lightning
- Shock Infusion
Chain Lightning would apply an extra damage component that chains to nearby enemies and is calculated as AOE damage but the primary target continues taking single-target damage. The chaining could work on a condition that ultimately balance will have to decide.
Shock Infusion is a stamina "spammable", but actually it's a buff designed for stamina builds that operates more like a dot. Whenever you deal martial damage with a weapon ability you also deal shock damage by X% of the martial damage dealt. Penetration shouldn't be an issue here due to hybridization changes. This would be a unique function to stamsorcs and maintain the image that they've had about being primarly weapon users (Battlemages) but add an exciting twist to it, flavor changing your regular skills to be shock themed by adding lightning VFX to them.
The Blood Magic passive would be reworked to apply on all abilities and heal on crits, just like a permanently active Critical Surge would. (Remember, in this hypothetical other classes would get one buffing skill permanently active as well, so it's all fair.)
Turtle_Bot wrote: »Sorcerer reworks are always fun to come up with because the class is so cool, but missing so much. I don't have the endurance to write up a full one, but here is a mini-rework.
Basically I wanted to add a spammable and to make room for that I figured we could - and hear me out on this one - remove Surge while also making the game more accessible (but actually) by simply letting Sorcerers always have Major Sorcery/Brutality active. To keep it fair, every class would have one of the important basic buffs always active. The result - less "sweaty" buff management, more build diversity between classes, room for a new spammable and the healing part of Surge can be worked into a passive.
Storm Calling
Lightning BoltLightning Bolt is essentially Force Shock but pure shock damage. It uniquely increases in damage by 8% with a Lightning Staff equipped so that it doesn't matter whether you use it with Inferno or Lightning destro staff.
- Chain Lightning
- Shock Infusion
Chain Lightning would apply an extra damage component that chains to nearby enemies and is calculated as AOE damage but the primary target continues taking single-target damage. The chaining could work on a condition that ultimately balance will have to decide.
Shock Infusion is a stamina "spammable", but actually it's a buff designed for stamina builds that operates more like a dot. Whenever you deal martial damage with a weapon ability you also deal shock damage by X% of the martial damage dealt. Penetration shouldn't be an issue here due to hybridization changes. This would be a unique function to stamsorcs and maintain the image that they've had about being primarly weapon users (Battlemages) but add an exciting twist to it, flavor changing your regular skills to be shock themed by adding lightning VFX to them.
The Blood Magic passive would be reworked to apply on all abilities and heal on crits, just like a permanently active Critical Surge would. (Remember, in this hypothetical other classes would get one buffing skill permanently active as well, so it's all fair.)
Sorc (mag in particular for me) is the most fun I've ever had with any class (only skill from another class that comes close is dk leap), so much so, that I always come back to my sorc, no matter how bad the class is in whatever patch we are in.
Neat idea with the chain lightning, I have toyed with the idea of a chain lightning spell in the past too, never figured how it could be worked though since it is such a unique type being single target in nature but affecting multiple enemies like an aoe.
Turtle_Bot wrote: »Sorcerer reworks are always fun to come up with because the class is so cool, but missing so much. I don't have the endurance to write up a full one, but here is a mini-rework.
Basically I wanted to add a spammable and to make room for that I figured we could - and hear me out on this one - remove Surge while also making the game more accessible (but actually) by simply letting Sorcerers always have Major Sorcery/Brutality active. To keep it fair, every class would have one of the important basic buffs always active. The result - less "sweaty" buff management, more build diversity between classes, room for a new spammable and the healing part of Surge can be worked into a passive.
Storm Calling
Lightning BoltLightning Bolt is essentially Force Shock but pure shock damage. It uniquely increases in damage by 8% with a Lightning Staff equipped so that it doesn't matter whether you use it with Inferno or Lightning destro staff.
- Chain Lightning
- Shock Infusion
Chain Lightning would apply an extra damage component that chains to nearby enemies and is calculated as AOE damage but the primary target continues taking single-target damage. The chaining could work on a condition that ultimately balance will have to decide.
Shock Infusion is a stamina "spammable", but actually it's a buff designed for stamina builds that operates more like a dot. Whenever you deal martial damage with a weapon ability you also deal shock damage by X% of the martial damage dealt. Penetration shouldn't be an issue here due to hybridization changes. This would be a unique function to stamsorcs and maintain the image that they've had about being primarly weapon users (Battlemages) but add an exciting twist to it, flavor changing your regular skills to be shock themed by adding lightning VFX to them.
The Blood Magic passive would be reworked to apply on all abilities and heal on crits, just like a permanently active Critical Surge would. (Remember, in this hypothetical other classes would get one buffing skill permanently active as well, so it's all fair.)
Sorc (mag in particular for me) is the most fun I've ever had with any class (only skill from another class that comes close is dk leap), so much so, that I always come back to my sorc, no matter how bad the class is in whatever patch we are in.
Neat idea with the chain lightning, I have toyed with the idea of a chain lightning spell in the past too, never figured how it could be worked though since it is such a unique type being single target in nature but affecting multiple enemies like an aoe.
Well, Force Pulse essentially already operates like Chain Lightning, but it requires status effects and is obviously biased towards using inferno staves due to not gaining extra damage when using Lightning or Frost staves. So that probably wouldn't be a problem for the developers. Motivating them to do so when the abilities are so similar on paper is a different story. I would say even if the abilities are similar, with Force Pulse being split into 3 elements it doesn't benefit fully from the 5% shock damage increase Sorcerer's get from their passives and obviously effects that only apply to class abilities don't work on it and vice-versa, it's still worth giving Sorcs a skill like Chain Lightning even if we already got Force Pulse.
And if ZOS is so keen on making the game more accessible, then getting rid of some of the class buffing skills might be the right way to go about it. I'm thinking DKs could have Flames of Oblivion (and thus Major Savagery/Prophecy) always active because that skill is kind of tricky to use for inexperienced players but it's essentially just a buffing skill. Nightblades could have minor force. Templars could have Major Intellect and Endurance. Wardens could get minor Berserk (which frees up Wings to be another skill). Necros don't have any damage buff skills by design, only debuffs, but they do have Major Resolve, so why not give them that. There are probably some issues that would have to be ironed out, but in principle this idea could totally work and actually bring back some class identity without even having to add anything new to the game.
I couldnt agree more about the "make the class viable with pets" thing. It's the main reason I won't play one. The size of that bloody twiglite and the way it sits at head height 2 feet away from you is almost as infuriating for sorcs as it is for anyone else who's unfortunate enough to be near you. Just replace the damn thing with a normal burst heal.
Thing I disagree is giving them any form of snare immunity/removal. They're already the most mobile class in the game and the second most trolly (NB 1st) because of their speed, mobility and ability to hide behind the pets. I simply won't fight them out in the open in Cyrodiil, in the unlikely event you manage to target them they just streak twice and they're gone.
AcadianPaladin wrote: »Either buff all the pets a lot to make them worth double slotting or, even better, don't require double barring them. If you summon them on one bar, they stay when on the other bar. You would still have to be on their slotted bar to use their special ability.
Some skin/appearance options for the pets.
Reduce flappy down to nyxad size.
Elendir2am wrote: »This thread is classic balancing PvE vs balancing PvP. Some of OP suggestion is about taking skill, used in PvE, and remake them for PvP, so they become useless for PvE.
I don't know in what condition will be sorc after next U35. Original suggestions would be very bad, but they promised some corection. It will be better to discuss sorc, when it will be clear. Pet Sorc can actually come out of it in good condition.
I have worry about sorc lack of good spammable. All classes lack of some toolkit to have perfect rotation. Sorcerer lacks instant spammable. It can be big problem with next update, but it is intentional design of sorcerer.
One info for OP. I used Mages' Wrath a lot in veteran trials. It isn't as good execution skill in boss fight as other class execution skills but it is decent. It is however very powerful in executing elite trash in trash fight.
Magsorc needs (imo):
More class skills need to deal shock damage. ie: Curse, Frags and Mines.
Conjured Ward needs to scale not only from Magicka, but also Spell Damage. (Either/Or)
A reliable self heal either burst or hot that does not require 2 slots and an active summon.
Less pigeonholed into being a zookeeper, or change pets entirely.
Turtle_Bot wrote: »To balance the healing skill changes, perhaps make them 50-60% less effective or cost 100% more if you have a shield active to prevent shield focused builds from once again becoming too strong defensively.
Turtle_Bot wrote: »Sorcerer reworks are always fun to come up with because the class is so cool, but missing so much. I don't have the endurance to write up a full one, but here is a mini-rework.
Basically I wanted to add a spammable and to make room for that I figured we could - and hear me out on this one - remove Surge while also making the game more accessible (but actually) by simply letting Sorcerers always have Major Sorcery/Brutality active. To keep it fair, every class would have one of the important basic buffs always active. The result - less "sweaty" buff management, more build diversity between classes, room for a new spammable and the healing part of Surge can be worked into a passive.
Storm Calling
Lightning BoltLightning Bolt is essentially Force Shock but pure shock damage. It uniquely increases in damage by 8% with a Lightning Staff equipped so that it doesn't matter whether you use it with Inferno or Lightning destro staff.
- Chain Lightning
- Shock Infusion
Chain Lightning would apply an extra damage component that chains to nearby enemies and is calculated as AOE damage but the primary target continues taking single-target damage. The chaining could work on a condition that ultimately balance will have to decide.
Shock Infusion is a stamina "spammable", but actually it's a buff designed for stamina builds that operates more like a dot. Whenever you deal martial damage with a weapon ability you also deal shock damage by X% of the martial damage dealt. Penetration shouldn't be an issue here due to hybridization changes. This would be a unique function to stamsorcs and maintain the image that they've had about being primarly weapon users (Battlemages) but add an exciting twist to it, flavor changing your regular skills to be shock themed by adding lightning VFX to them.
The Blood Magic passive would be reworked to apply on all abilities and heal on crits, just like a permanently active Critical Surge would. (Remember, in this hypothetical other classes would get one buffing skill permanently active as well, so it's all fair.)
Sorc (mag in particular for me) is the most fun I've ever had with any class (only skill from another class that comes close is dk leap), so much so, that I always come back to my sorc, no matter how bad the class is in whatever patch we are in.
Neat idea with the chain lightning, I have toyed with the idea of a chain lightning spell in the past too, never figured how it could be worked though since it is such a unique type being single target in nature but affecting multiple enemies like an aoe.
Turtle_Bot wrote: »To balance the healing skill changes, perhaps make them 50-60% less effective or cost 100% more if you have a shield active to prevent shield focused builds from once again becoming too strong defensively.
Terrible idea, this would just make it so you either have to go all in with shield stacking or not use any shields ever because they'll kill your sustain. Hell, you could troll allied players with Steadfast Ward.
Turtle_Bot wrote: »Turtle_Bot wrote: »To balance the healing skill changes, perhaps make them 50-60% less effective or cost 100% more if you have a shield active to prevent shield focused builds from once again becoming too strong defensively.
Terrible idea, this would just make it so you either have to go all in with shield stacking or not use any shields ever because they'll kill your sustain. Hell, you could troll allied players with Steadfast Ward.
That was the idea. It seems the main reason sorcs can't get good healing is because of the shield mechanics in the game. By making the healing skills worse under the shields it prevents the shield stacking meta from the past coming back, while allowing for sorcs to diversify from shield/pet builds into their other forgotten build, lightning mage. You can still build into shields if you want to, but you will have to run the pet bird for a big burst heal, which can be done in the current game anyway. so it gives the option to go shieldless if players want to or stick with shields and the pet bird as per the current builds.
It would have to be programmed so that it would only apply the nerf to the skills if the shields were self cast to prevent trolling allies like you stated.
Turtle_Bot wrote: »Turtle_Bot wrote: »To balance the healing skill changes, perhaps make them 50-60% less effective or cost 100% more if you have a shield active to prevent shield focused builds from once again becoming too strong defensively.
Terrible idea, this would just make it so you either have to go all in with shield stacking or not use any shields ever because they'll kill your sustain. Hell, you could troll allied players with Steadfast Ward.
That was the idea. It seems the main reason sorcs can't get good healing is because of the shield mechanics in the game. By making the healing skills worse under the shields it prevents the shield stacking meta from the past coming back, while allowing for sorcs to diversify from shield/pet builds into their other forgotten build, lightning mage. You can still build into shields if you want to, but you will have to run the pet bird for a big burst heal, which can be done in the current game anyway. so it gives the option to go shieldless if players want to or stick with shields and the pet bird as per the current builds.
It would have to be programmed so that it would only apply the nerf to the skills if the shields were self cast to prevent trolling allies like you stated.
You have no idea what you are talking about. Since Imperial City, shield stacking has only ever been a thing because of lack of heals. Your idea is encouraging shield stacking, not preventing it.
As such, using shields would heavily discourage you from using a matriarch if it made the heal cost more, so the pet would be useless for that purpose in general, as it requires shields to keep alive.
No idea what a "lightning mage" is supposed to be, but whether you use lightning damage has nothing whatsoever to do with shields.
Why do you insist on continuously proving your ignorance? Pet sorcs don't shield stack, because A) they have less bar space, B ) they have a powerful heal, so there's no need, and C) only Conjured Ward affects their pets anyway.
How is using one shield and one burst heal OP? Is a Necromancer with Dampen Magicka op? Is a pet sorc? You don't need to imagine anything, people can play such builds right now, and most choose not to.
All you'd be doing is discouraging a common way to play sorc, not add any variety.
Turtle_Bot wrote: »Why do you insist on continuously proving your ignorance? Pet sorcs don't shield stack, because A) they have less bar space, B ) they have a powerful heal, so there's no need, and C) only Conjured Ward affects their pets anyway.
How is using one shield and one burst heal OP? Is a Necromancer with Dampen Magicka op? Is a pet sorc? You don't need to imagine anything, people can play such builds right now, and most choose not to.
All you'd be doing is discouraging a common way to play sorc, not add any variety.
I'm not sure what pet sorcs you've been watching, but all the ones I see, run conjured + healing wards with some running dampen magic as well with pet bird + atro and some with scamp, and they run the shields because the bird dies instantly in pvp, especially with everyone now focussing that pet because it dies so easily with its low base health and procs bomb set ups from plaguebreak, occult overload etc.
A) Often their bar layout is curse, frags/weapon/force pulse/scamp, mages wrath/scamp, bird, streak, atro on front bar, healing ward, bird, lightning form, dampen magicka, RaT/mines/scamp, resto ult/negate back bar. So a lack of bar space because of shield stacking is not a thing, that is the same lack of bar space that all sorc builds struggle with.
B ) The pet dies far too easily, 20k health is not tanky enough for modern pvp with how far power creep has gotten. So no, this heal is not reliable and shields are used to compensate for this by essentially providing the bird with and player with more health or "healing" by adding additional temporary health.
C) And? it's still essentially another 5k+ additional health for the sorc/pet to allow it to last longer and hopefully not get insta burst, because the bird dying removes the best healing that build has due to the lack of HoT.
So please, I do know what I am talking about when it comes to sorcs, I am speaking from a point of practical experience on this matter. As a sorc main since 2015/16 I know the classes strengths and weaknesses inside and out, I have experienced all the issues the class has first hand. I have tried every skill/morph/set combination the class has access to and my changes are there to address the issues that the class faces without nerfing what the class currently still has.
I don't "watch" pet sorcs, I theorycraft and converse with other experienced players. Using Healing Ward along Twilight Matriarch is an utter waste which no competent sorc would ever do. Dampen Magicka is still a bad idea for the reasons I listed.
Getting one ability for the cost of two creates space issues. This isn't debatable.
Or, get this, people simply run more than 20k HP. Running a Matriarch has little to do with that.
Exactly, that's why you use Hardened Ward to keep it alive if possible. Not shield stacking. Certainly no 5k shields either, wouldn't even be worth the magicka to cast it.
Having played Sorc doesn't mean you understand the impact of what you're saying - as this thread shows quite well.
Turtle_Bot wrote: »How does being able to take 2 abilities off your bar entirely and replace them both with 1 ability that does the job that both of them combined did, create space issues, it literally frees up space for another ability to be ran in that freed up second slot, this statement completely contradicts itself.
Again, you have miss-understood my point here (or are being willingly/deliberately ignorant about it). The PET has 20k health, the sorcs themselves often have 25-30k health (or more likely 35k if they are shield-less).
Again you miss-understand me, so again, I will spell it out for you. 5k+ (see the little + sign there?) means 5k minimum shields, not average, or max, MINIMUM, and the shield stacking is on the sorc that usually has 25-28k health, I know it's not on the pets and I never said, nor implied, that it was on the pets, that was your own, incorrect, assumption about my statement.
Either english is not your first language or you are deliberately trying to be facetious with your replies as is clearly and blatantly shown in your comments on this thread, please re-read the ENTIRE last paragraph I wrote.
I explicitly state that I have tested practically every viable build combination over the years, which include theorizing my own builds (including many that worked and many that didn't) and which obviously includes speaking with other experienced magsorc mains as well. These issues and the changes I proposed are not just my own opinions about what is wrong and what needs to be changed with the class, it includes what other experienced magsorc mains have stated as well.
Turtle_Bot wrote: »How does being able to take 2 abilities off your bar entirely and replace them both with 1 ability that does the job that both of them combined did, create space issues, it literally frees up space for another ability to be ran in that freed up second slot, this statement completely contradicts itself.
Because that's not what's happening. The pets add DoTs and a burst heal, things that wouldn't be there otherwise. A player may then for example replace a HoT with the Matriarch, but that's still three skill slots spent on DoTs. You are replacing a more versatile skill setup with a DoT heavy one.Again, you have miss-understood my point here (or are being willingly/deliberately ignorant about it). The PET has 20k health, the sorcs themselves often have 25-30k health (or more likely 35k if they are shield-less).
You replied to my point on shield stacking, so I assumed you actually referred to it. My mistake. You were of course talking about the pet you can't stack shields on.Again you miss-understand me, so again, I will spell it out for you. 5k+ (see the little + sign there?) means 5k minimum shields, not average, or max, MINIMUM, and the shield stacking is on the sorc that usually has 25-28k health, I know it's not on the pets and I never said, nor implied, that it was on the pets, that was your own, incorrect, assumption about my statement.
No such assumptions were made. And since we all understand that, we also know why combining Twilight with shield stacking isn't a great idea.Either english is not your first language or you are deliberately trying to be facetious with your replies as is clearly and blatantly shown in your comments on this thread, please re-read the ENTIRE last paragraph I wrote.
I explicitly state that I have tested practically every viable build combination over the years, which include theorizing my own builds (including many that worked and many that didn't) and which obviously includes speaking with other experienced magsorc mains as well. These issues and the changes I proposed are not just my own opinions about what is wrong and what needs to be changed with the class, it includes what other experienced magsorc mains have stated as well.
English is indeed not my first language. Yet I can still see that you're highly overestimating your understanding of the class and game in general.
Elendir2am wrote: »I don't know in what condition will be sorc after next U35.