Hi all, we took your feedback to the combat team regarding the state of Sorcerer. We have a few comments to share.
We know survivability has been a concern with Sorcerer, given the feedback received and some of the data. We increased Sorcerer survivability this update by giving a sizable buff to shields. We'll continue evaluating and investigating as we go live as well.
We've also seen feedback regarding Pet vs non-Pet builds. Specifically, wanting more options for non-Pet builds. While there will be no changes to this in U37, we want to acknowledge this sentiment and the team is monitoring this. We want to make sure when thinking about this and reviewing feedback, we are keeping class presentation for Pet Sorcerer in mind while also allowing for class diversity for those who want to play non-Pet Sorcerer.
Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.
Lastly, we want to reiterate the notion of classes having strengths and weaknesses. Sorcerer, like every other class, cannot be good at everything. This is part of building class identity. There are ways for players to bridge the gap through gear, consumables, etc. That does not negate us from addressing problem areas, but it does mean there will be times where elements of a class will struggle compared to others. That is okay and a part of building unique gameplay experiences.
In addition to taking feedback to the team about Sorc, we also took your feedback to the team regarding the state of Templars. We want to follow up on how the team uses feedback to inform combat and balance changes.
The combat team is always looking at data from various points of play (PvE, PvP, low-end to high-end damage parse, group content and solo play, etc.) and collective feedback across the board to make informed balanced adjustments. Many of the previous adjustments to Templar were directly made off of those points.
While there are no planned changes for Templar in U37, outside of anything already highlighted in patch notes, we're evaluating everchanging data and will continue to adjust around issues when they arise. Your continued feedback will be apart of that process.
Can I ask why Conjured Ward and its morphs scale based on mag (and now health) but not stam? It's one of the few (only?) skills that doesn't scale off max offensive stat.
We know survivability has been a concern with Sorcerer, given the feedback received and some of the data. We increased Sorcerer survivability this update by giving a sizable buff to shields. We'll continue evaluating and investigating as we go live as well.
Hi all, we took your feedback to the combat team regarding the state of Sorcerer. We have a few comments to share.
We know survivability has been a concern with Sorcerer, given the feedback received and some of the data. We increased Sorcerer survivability this update by giving a sizable buff to shields. We'll continue evaluating and investigating as we go live as well.
We've also seen feedback regarding Pet vs non-Pet builds. Specifically, wanting more options for non-Pet builds. While there will be no changes to this in U37, we want to acknowledge this sentiment and the team is monitoring this. We want to make sure when thinking about this and reviewing feedback, we are keeping class presentation for Pet Sorcerer in mind while also allowing for class diversity for those who want to play non-Pet Sorcerer.
Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.
Lastly, we want to reiterate the notion of classes having strengths and weaknesses. Sorcerer, like every other class, cannot be good at everything. This is part of building class identity. There are ways for players to bridge the gap through gear, consumables, etc. That does not negate us from addressing problem areas, but it does mean there will be times where elements of a class will struggle compared to others. That is okay and a part of building unique gameplay experiences.
TechMaybeHic wrote: »"Thanks for the feedback, but we already looked at our spreadsheet, and decided that 3 classes should be limited for identity as you can't have everything, unless you are the other 3 classes. Because math"
No offense to Kevin. Just the messenger; but that appears to be the message.
TechMaybeHic wrote: »"Thanks for the feedback, but we already looked at our spreadsheet, and decided that 3 classes should be limited for identity as you can't have everything, unless you are the other 3 classes. Because math"
No offense to Kevin. Just the messenger; but that appears to be the message.
We've also seen feedback regarding Pet vs non-Pet builds. Specifically, wanting more options for non-Pet builds. While there will be no changes to this in U37, we want to acknowledge this sentiment and the team is monitoring this. We want to make sure when thinking about this and reviewing feedback, we are keeping class presentation for Pet Sorcerer in mind while also allowing for class diversity for those who want to play non-Pet Sorcerer.
Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.
Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.
The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.
Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.
Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.
Hi all, we took your feedback to the combat team regarding the state of Sorcerer. We have a few comments to share.
We know survivability has been a concern with Sorcerer, given the feedback received and some of the data. We increased Sorcerer survivability this update by giving a sizable buff to shields. We'll continue evaluating and investigating as we go live as well.
We've also seen feedback regarding Pet vs non-Pet builds. Specifically, wanting more options for non-Pet builds. While there will be no changes to this in U37, we want to acknowledge this sentiment and the team is monitoring this. We want to make sure when thinking about this and reviewing feedback, we are keeping class presentation for Pet Sorcerer in mind while also allowing for class diversity for those who want to play non-Pet Sorcerer.
Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.
Lastly, we want to reiterate the notion of classes having strengths and weaknesses. Sorcerer, like every other class, cannot be good at everything. This is part of building class identity. There are ways for players to bridge the gap through gear, consumables, etc. That does not negate us from addressing problem areas, but it does mean there will be times where elements of a class will struggle compared to others. That is okay and a part of building unique gameplay experiences.
The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.
Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.
Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.
40472 Health -> 12140 Blazing Shield (6070 w/ Battle Spirit)
12140 Blazing Shield (6070 w/ Battle Spirit) -> Absorbs and deals 3642 (1820) damage.
The_Titan_Tim wrote: »The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.
Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.
Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.
Thanks for the response, where I’m torn with this ability is that damage dealers and tanks are mutually exclusive at the highest tier of play, being great at one or the other, or bad at both.
More specifically, Radiant Ward is phenomenal, it’s a tool designed to help tanks, it scales great with multiple threats, and is performing great, I run it quite often.
Blazing Shield on the other hand, is a relic. It’s not used in PvE by any Tanks, in favor of its other Morph having a reduced cost, and bigger shield scaling. While for tanks in PvP, it’s the exact same scenario. When you build into multiple roles at once, like tank and damage, both suffer, which is fine, you can’t be the best at both worlds. Blazing Shield is in a weird spot right now where it doesn’t quite perform well for tanks or damage dealers as it costs too much to maintain on a build with high enough health to utilize it, while providing nowhere near enough damage for it to be considered the morph that does damage, and not enough protection to warrant the cost of it.
Better off just announcing a class change token at this point. If they didn't say "Play how you want", every change could be justified with no question, but for all the people who try to play templar really can't.
Might as well rework the statement to read as "Play what we want you to play, and don't use those other ones"
In addition to taking feedback to the team about Sorc, we also took your feedback to the team regarding the state of Templars. We want to follow up on how the team uses feedback to inform combat and balance changes.
The combat team is always looking at data from various points of play (PvE, PvP, low-end to high-end damage parse, group content and solo play, etc.) and collective feedback across the board to make informed balanced adjustments. Many of the previous adjustments to Templar were directly made off of those points.
While there are no planned changes for Templar in U37, outside of anything already highlighted in patch notes, we're evaluating everchanging data and will continue to adjust around issues when they arise. Your continued feedback will be apart of that process.
TechMaybeHic wrote: »The_Titan_Tim wrote: »The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.
Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.
Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.
Thanks for the response, where I’m torn with this ability is that damage dealers and tanks are mutually exclusive at the highest tier of play, being great at one or the other, or bad at both.
More specifically, Radiant Ward is phenomenal, it’s a tool designed to help tanks, it scales great with multiple threats, and is performing great, I run it quite often.
Blazing Shield on the other hand, is a relic. It’s not used in PvE by any Tanks, in favor of its other Morph having a reduced cost, and bigger shield scaling. While for tanks in PvP, it’s the exact same scenario. When you build into multiple roles at once, like tank and damage, both suffer, which is fine, you can’t be the best at both worlds. Blazing Shield is in a weird spot right now where it doesn’t quite perform well for tanks or damage dealers as it costs too much to maintain on a build with high enough health to utilize it, while providing nowhere near enough damage for it to be considered the morph that does damage, and not enough protection to warrant the cost of it.
I hate to say it, but this horse has been dead and beaten ad done beaten years ago. Then shields in general were put down more trying to hit shield stacking sorcs, which ironically; finally got put down themselves and rendered obsolete when hybridization started as the shields just don't really get helped by that. I'm not too upset as I hated the gameplay of recasting shields all the time; but blazing shield was pretty cool. You should have seen it when there was blinding flashes to go with it.
The_Titan_Tim wrote: »The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.
Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.
Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.
Thanks for the response, where I’m torn with this ability is that damage dealers and tanks are mutually exclusive at the highest tier of play, being great at one or the other, or bad at both.
More specifically, Radiant Ward is phenomenal, it’s a tool designed to help tanks, it scales great with multiple threats, and is performing great, I run it quite often.
Blazing Shield on the other hand, is a relic. It’s not used in PvE by any Tanks, in favor of its other Morph having a reduced cost, and bigger shield scaling. While for tanks in PvP, it’s the exact same scenario. When you build into multiple roles at once, like tank and damage, both suffer, which is fine, you can’t be the best at both worlds. Blazing Shield is in a weird spot right now where it doesn’t quite perform well for tanks or damage dealers as it costs too much to maintain on a build with high enough health to utilize it, while providing nowhere near enough damage for it to be considered the morph that does damage, and not enough protection to warrant the cost of it.