Aces-High-82 wrote: »Then why you're assuming DD could ever substitute HtD?
The_Titan_Tim wrote: »Also, I keep hearing how horrible the burst heal of the class is, yet Dark Deal is one of the most busted abilities in the game. The counterplay is it’s interruptible yet in actual gameplay, it’s next to impossible to interrupt it, allowing ALL iterations of Sorcerer to nearly endlessly cast all of their abilities without a single heavy attack.
I’ll trade you my garbage Honor the Dead for your Dark Deal any day of the week.
StaticWave wrote: »Also, ever since I moved out of the U.S, the constant 300+ ping makes it impossible to play stamsorc at the high level anymore. That class requires too much efficient movement and blocking/rolling for defense to be played effectively with 300+ ping.
In contrast, you could play a DK/NB/Plar defensively very well even if your ping is high. I would love for my class to be at that level defensively, but I doubt that day will come.
The_Titan_Tim wrote: »Aces-High-82 wrote: »The_Titan_Tim wrote: »Aces-High-82 wrote: »Then why you're assuming DD could ever substitute HtD?
I don’t run Honor of the Dead, it’s absolute garbage. Burst heals are only great for getting you out of a bind and away from execute, when you’re on a Templar, you have every HoT under the sun so the chances of landing in execute are slim, then there’s the Stage 3 buffer of Undeath that is overperforming.
Your argumentation makes zero sense. You're talking about sorcs lacking burst heal and bring up DD only to tell that one doesn't need a burst heal. Truth is I would trade matriarch for HtD any day.
You don’t need a burst heal when every ability in your kit has an auxiliary heal-over-time. Sorcerer doesn’t have that; they have one heal-over-time and it’s conditional to damage.
Aces-High-82 wrote: »The_Titan_Tim wrote: »Aces-High-82 wrote: »The_Titan_Tim wrote: »Aces-High-82 wrote: »Then why you're assuming DD could ever substitute HtD?
I don’t run Honor of the Dead, it’s absolute garbage. Burst heals are only great for getting you out of a bind and away from execute, when you’re on a Templar, you have every HoT under the sun so the chances of landing in execute are slim, then there’s the Stage 3 buffer of Undeath that is overperforming.
Your argumentation makes zero sense. You're talking about sorcs lacking burst heal and bring up DD only to tell that one doesn't need a burst heal. Truth is I would trade matriarch for HtD any day.
You don’t need a burst heal when every ability in your kit has an auxiliary heal-over-time. Sorcerer doesn’t have that; they have one heal-over-time and it’s conditional to damage.
Ergo sorc is lacking a reliable burst heal, doesn't he?
The_Titan_Tim wrote: »If the class is supposed to sustain indefinitely, how can we make it do just that?
The_Titan_Tim wrote: »If the class is supposed to be a stream of heavy damage, what possible changes can be made to adjust it so that it falls more in line?
The_Titan_Tim wrote: »If the class isn’t supposed to be great defensively, why are we pushing for better heals?
StaticWave wrote: »The_Titan_Tim wrote: »If the class is supposed to sustain indefinitely, how can we make it do just that?
By not having passives like Rebate and Expert Summoner that only gives you regen on one bar and only returns stamina if a Summoning ability ends (Who would use Bound Arms early just to get 300 stam back lol?), or Persistence that requires you to purposely cut off your stamina just so you your next ability costs cheaper?The_Titan_Tim wrote: »If the class is supposed to be a stream of heavy damage, what possible changes can be made to adjust it so that it falls more in line?
By making sure that most of its damage is avoidable, but not too much that it has trouble delivering damage, which is why most of Sorc's offensive toolkit consists of single target direct damage and Curse is the only ability that is unblockable/undodgable.The_Titan_Tim wrote: »If the class isn’t supposed to be great defensively, why are we pushing for better heals?
We are pushing for better heals because the benefit of extreme mobility has diminished greatly over the years. Everyone can reach 200% speed cap with little investment. Everyone can slot a gap closer to ignore Streak.
We are also pushing for better heals because it is the only class that still does not have a decent and reliable class burst heal. A class that lacks a decent and reliable class burst heal is at a massive disadvantage compared to other classes. I am willing to trade some mobility if it means I get a burst heal with equal potency like Healthy Offering or Resistant Flesh.
The_Titan_Tim wrote: »StaticWave wrote: »The_Titan_Tim wrote: »If the class is supposed to sustain indefinitely, how can we make it do just that?
By not having passives like Rebate and Expert Summoner that only gives you regen on one bar and only returns stamina if a Summoning ability ends (Who would use Bound Arms early just to get 300 stam back lol?), or Persistence that requires you to purposely cut off your stamina just so you your next ability costs cheaper?The_Titan_Tim wrote: »If the class is supposed to be a stream of heavy damage, what possible changes can be made to adjust it so that it falls more in line?
By making sure that most of its damage is avoidable, but not too much that it has trouble delivering damage, which is why most of Sorc's offensive toolkit consists of single target direct damage and Curse is the only ability that is unblockable/undodgable.The_Titan_Tim wrote: »If the class isn’t supposed to be great defensively, why are we pushing for better heals?
We are pushing for better heals because the benefit of extreme mobility has diminished greatly over the years. Everyone can reach 200% speed cap with little investment. Everyone can slot a gap closer to ignore Streak.
We are also pushing for better heals because it is the only class that still does not have a decent and reliable class burst heal. A class that lacks a decent and reliable class burst heal is at a massive disadvantage compared to other classes. I am willing to trade some mobility if it means I get a burst heal with equal potency like Healthy Offering or Resistant Flesh.
This was constructive, I agree with you on the point that too much of Sorcerer’s damage is avoidable.
Anyone with more than three Well-Fitted can completely deny Sorcerers entire damage kit outside of Curse, Streak, and the Atronach.
Also, having to use Dark Deal as a means to return resources takes your foot off the pedal, Sorcerer should not have to do this anywhere nearly as much as they do currently, you’re onto something with the idea of passive reworks.
Regarding healing, and blockcasting specifically, I do understand your point, you want to be able to take advantage of something every other class is, I personally don’t think that we will see any significant changes to healing on Sorcerer, and feel as though this is a dead end.
StaticWave wrote: »The_Titan_Tim wrote: »StaticWave wrote: »The_Titan_Tim wrote: »If the class is supposed to sustain indefinitely, how can we make it do just that?
By not having passives like Rebate and Expert Summoner that only gives you regen on one bar and only returns stamina if a Summoning ability ends (Who would use Bound Arms early just to get 300 stam back lol?), or Persistence that requires you to purposely cut off your stamina just so you your next ability costs cheaper?The_Titan_Tim wrote: »If the class is supposed to be a stream of heavy damage, what possible changes can be made to adjust it so that it falls more in line?
By making sure that most of its damage is avoidable, but not too much that it has trouble delivering damage, which is why most of Sorc's offensive toolkit consists of single target direct damage and Curse is the only ability that is unblockable/undodgable.The_Titan_Tim wrote: »If the class isn’t supposed to be great defensively, why are we pushing for better heals?
We are pushing for better heals because the benefit of extreme mobility has diminished greatly over the years. Everyone can reach 200% speed cap with little investment. Everyone can slot a gap closer to ignore Streak.
We are also pushing for better heals because it is the only class that still does not have a decent and reliable class burst heal. A class that lacks a decent and reliable class burst heal is at a massive disadvantage compared to other classes. I am willing to trade some mobility if it means I get a burst heal with equal potency like Healthy Offering or Resistant Flesh.
This was constructive, I agree with you on the point that too much of Sorcerer’s damage is avoidable.
Anyone with more than three Well-Fitted can completely deny Sorcerers entire damage kit outside of Curse, Streak, and the Atronach.
Also, having to use Dark Deal as a means to return resources takes your foot off the pedal, Sorcerer should not have to do this anywhere nearly as much as they do currently, you’re onto something with the idea of passive reworks.
Regarding healing, and blockcasting specifically, I do understand your point, you want to be able to take advantage of something every other class is, I personally don’t think that we will see any significant changes to healing on Sorcerer, and feel as though this is a dead end.
I actually think the majority of Sorc's damage being avoidable is a GOOD thing. The class has 2 sources of delayed burst, Curse and Bound Arms (or 3 if you count Crystal Weapon in some builds), and a decent, high damage follow-up burst (Crystal Fragment). If half of these are unavoidable, the class's offense would be too strong.
Dark Deal sustain looks good on paper but in a real fight it's not as good as it looks. To use it a Sorc has to waste a whole GCD which could have been used for an extra spammable cast. I would much prefer passive sustain that allows me to constantly be on the offense. This is why many efficient stamsorcs use Smoke Bear Haunch or stack high stamina regen so that they don't need to rely on Dark Deal as much and only use it when necessary or as a pseudo burst heal.
I am also fine with them making Hardened Ward usable for stamsorc. It wasn't the solution I expected, but it's a usable solution. Ideally I would prefer Hardened Ward to scale with max stam so that I can build into the max stam path and be able to have high damage and a decent shield size. At the moment I'd have to sacrifice some damage if I want to use the shield, and that's not good in this current meta.
The_Titan_Tim wrote: »Heard there was heresy being posted, and got here as fast as I could.Saying this is considered heresy. Blacklash is worthless, not even worth slotting, complete garbo.The_Titan_Tim wrote: »... Backlash is just less efficient now ...
Just slot some extra pressure like deadly cloak or solar barrage.
On a D-Swing build you need that damage spike, even if it’s a little low. I understand where you would come to that conclusion on a build with Jabs or Sweeps, but when you build a full-send burst build; you need any timed explosions you can get, not to mention the Minor Fracture, Minor Sorcery and ult-gen is phenomenal.
There are realy no viable builds WITH wards either. Wards are on GCD. Block is not on GCD. Block casting a burst heal is way more reactive and effective than a ward.
Great point, this is the core of the issue. ZOS' focus on quantitative parity -- making shield size comparable to amount of healing done -- obscures the fact that healing synergizes very well with other game mechanics but shields do not. Healing can tick (multiple times!) during other actions that take up a GCD, like block and dodge. Shields don't benefit from that mechanic in the same way.
That said, magsorc used to be very good despite lacking access to a burst heal. Old magsorc's defensive power came from synergy with HOTs -- shieldstacking and Streak both synergize extremely well with HOTs since they give HOTs time to act. That was a unique mechanic that really only magsorcs (and, briefly, magblade) could take advantage of. In recent years ZOS has decided they don't like that -- unique mechanics are too hard to standardize -- and backed away from letting sorc have its own defensive identity. That's fine I guess, but if they're going to take the standardization route and make the class rely on burst heals like every other class, they have to actually standardize and give the class heals that function like other classes' heals.
proteinexe wrote: »So I've left commenting this since I saw the posts that @ZOS_Kevin made about what the feedback did to sway the development team. Honestly it was just a tad heart-breaking, for the fundamental fact that realistically myself and the community will have to wait another 3 - 4 months for anything to potentially change about Templar and Sorcerer. But here's where I'm just a bit lost..
ESO has 6 classes, and your whole gameplay whether it be PvE, PvP, openworld, questing or roleplaying revolves around which class you play. For an class based MMO 6 classes is actually very small. Guild wars 2 has 9, Black Desert Online has 24, WoW has 12.. ESO has 6. There are 6 classes to balance and maintain, and yet year after year after year ZoS relentlessly make sweeping changes which make classes literally useless in mid-end game content. I hate comparing MMO's as the one's mentioned above also have their downfalls, but god damn at least all their classes are fairly well balanced and playable. Yes, there will always be a hierarchy to classes, that's just the way MMO's operate, but no where near the way ESO's classes are ranked. And it's not sometimes, this is every year that there will be 2 useless classes.
It get's to me that ESO is a class based game with in the grand scheme of things, very little class choice, and yet currently 1/3rd of the classes just arnt playable to a high level, and the fact that it then takes the dev team, what, half a year? sometimes a year? to alter or make the class viable again is frankly silly. I'd like to say grounded with this comment, but it just boggles my mind that changes arnt made sooner when you have a whole community spoon feeding you the changes that need to be made. The Dev team asked for feedback and advice, the community unanimously all agree'd that for Templar, jabs need's a buff, potl needs a rework or fixing and burning light is too weak. That's the general consensus. Nothing is done about it for the foreseeable future..
I just dont see what goes through the dev teams mind honestly.. I'd like to see if people agree or disagree with this though.
StaticWave wrote: »The_Titan_Tim wrote: »StaticWave wrote: »The_Titan_Tim wrote: »If the class is supposed to sustain indefinitely, how can we make it do just that?
By not having passives like Rebate and Expert Summoner that only gives you regen on one bar and only returns stamina if a Summoning ability ends (Who would use Bound Arms early just to get 300 stam back lol?), or Persistence that requires you to purposely cut off your stamina just so you your next ability costs cheaper?The_Titan_Tim wrote: »If the class is supposed to be a stream of heavy damage, what possible changes can be made to adjust it so that it falls more in line?
By making sure that most of its damage is avoidable, but not too much that it has trouble delivering damage, which is why most of Sorc's offensive toolkit consists of single target direct damage and Curse is the only ability that is unblockable/undodgable.The_Titan_Tim wrote: »If the class isn’t supposed to be great defensively, why are we pushing for better heals?
We are pushing for better heals because the benefit of extreme mobility has diminished greatly over the years. Everyone can reach 200% speed cap with little investment. Everyone can slot a gap closer to ignore Streak.
We are also pushing for better heals because it is the only class that still does not have a decent and reliable class burst heal. A class that lacks a decent and reliable class burst heal is at a massive disadvantage compared to other classes. I am willing to trade some mobility if it means I get a burst heal with equal potency like Healthy Offering or Resistant Flesh.
This was constructive, I agree with you on the point that too much of Sorcerer’s damage is avoidable.
Anyone with more than three Well-Fitted can completely deny Sorcerers entire damage kit outside of Curse, Streak, and the Atronach.
Also, having to use Dark Deal as a means to return resources takes your foot off the pedal, Sorcerer should not have to do this anywhere nearly as much as they do currently, you’re onto something with the idea of passive reworks.
Regarding healing, and blockcasting specifically, I do understand your point, you want to be able to take advantage of something every other class is, I personally don’t think that we will see any significant changes to healing on Sorcerer, and feel as though this is a dead end.
I actually think the majority of Sorc's damage being avoidable is a GOOD thing. The class has 2 sources of delayed burst, Curse and Bound Arms (or 3 if you count Crystal Weapon in some builds), and a decent, high damage follow-up burst (Crystal Fragment). If half of these are unavoidable, the class's offense would be too strong.
Dark Deal sustain looks good on paper but in a real fight it's not as good as it looks. To use it a Sorc has to waste a whole GCD which could have been used for an extra spammable cast. I would much prefer passive sustain that allows me to constantly be on the offense. This is why many efficient stamsorcs use Smoke Bear Haunch or stack high stamina regen so that they don't need to rely on Dark Deal as much and only use it when necessary or as a pseudo burst heal.
I am also fine with them making Hardened Ward usable for stamsorc. It wasn't the solution I expected, but it's a usable solution. Ideally I would prefer Hardened Ward to scale with max stam so that I can build into the max stam path and be able to have high damage and a decent shield size. At the moment I'd have to sacrifice some damage if I want to use the shield, and that's not good in this current meta.
Thecompton73 wrote: »StaticWave wrote: »The_Titan_Tim wrote: »StaticWave wrote: »The_Titan_Tim wrote: »If the class is supposed to sustain indefinitely, how can we make it do just that?
By not having passives like Rebate and Expert Summoner that only gives you regen on one bar and only returns stamina if a Summoning ability ends (Who would use Bound Arms early just to get 300 stam back lol?), or Persistence that requires you to purposely cut off your stamina just so you your next ability costs cheaper?The_Titan_Tim wrote: »If the class is supposed to be a stream of heavy damage, what possible changes can be made to adjust it so that it falls more in line?
By making sure that most of its damage is avoidable, but not too much that it has trouble delivering damage, which is why most of Sorc's offensive toolkit consists of single target direct damage and Curse is the only ability that is unblockable/undodgable.The_Titan_Tim wrote: »If the class isn’t supposed to be great defensively, why are we pushing for better heals?
We are pushing for better heals because the benefit of extreme mobility has diminished greatly over the years. Everyone can reach 200% speed cap with little investment. Everyone can slot a gap closer to ignore Streak.
We are also pushing for better heals because it is the only class that still does not have a decent and reliable class burst heal. A class that lacks a decent and reliable class burst heal is at a massive disadvantage compared to other classes. I am willing to trade some mobility if it means I get a burst heal with equal potency like Healthy Offering or Resistant Flesh.
This was constructive, I agree with you on the point that too much of Sorcerer’s damage is avoidable.
Anyone with more than three Well-Fitted can completely deny Sorcerers entire damage kit outside of Curse, Streak, and the Atronach.
Also, having to use Dark Deal as a means to return resources takes your foot off the pedal, Sorcerer should not have to do this anywhere nearly as much as they do currently, you’re onto something with the idea of passive reworks.
Regarding healing, and blockcasting specifically, I do understand your point, you want to be able to take advantage of something every other class is, I personally don’t think that we will see any significant changes to healing on Sorcerer, and feel as though this is a dead end.
I actually think the majority of Sorc's damage being avoidable is a GOOD thing. The class has 2 sources of delayed burst, Curse and Bound Arms (or 3 if you count Crystal Weapon in some builds), and a decent, high damage follow-up burst (Crystal Fragment). If half of these are unavoidable, the class's offense would be too strong.
Dark Deal sustain looks good on paper but in a real fight it's not as good as it looks. To use it a Sorc has to waste a whole GCD which could have been used for an extra spammable cast. I would much prefer passive sustain that allows me to constantly be on the offense. This is why many efficient stamsorcs use Smoke Bear Haunch or stack high stamina regen so that they don't need to rely on Dark Deal as much and only use it when necessary or as a pseudo burst heal.
I am also fine with them making Hardened Ward usable for stamsorc. It wasn't the solution I expected, but it's a usable solution. Ideally I would prefer Hardened Ward to scale with max stam so that I can build into the max stam path and be able to have high damage and a decent shield size. At the moment I'd have to sacrifice some damage if I want to use the shield, and that's not good in this current meta.
Take a look at your damage tooltips with 25K stam v 20K and I think you'll be surprised at how very little damage you lose.
Curious, has anyone been on PTS to see what Hardened Ward's tooltip scales to with 40K health?
Thecompton73 wrote: »Curious, has anyone been on PTS to see what Hardened Ward's tooltip scales to with 40K health?
SkaraMinoc wrote: »Thecompton73 wrote: »Curious, has anyone been on PTS to see what Hardened Ward's tooltip scales to with 40K health?
https://esoitem.uesp.net/viewSkillCoef.php?abilityid=30474
0.2215785 Health with Battle Spirit (0.443157 without)
40000 * 0.2215785 = 8863.14
10000 shield / 0.2215785 = 45131 health required
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Thecompton73 wrote: »SkaraMinoc wrote: »Thecompton73 wrote: »Curious, has anyone been on PTS to see what Hardened Ward's tooltip scales to with 40K health?
https://esoitem.uesp.net/viewSkillCoef.php?abilityid=30474
0.2215785 Health with Battle Spirit (0.443157 without)
40000 * 0.2215785 = 8863.14
10000 shield / 0.2215785 = 45131 health required
Ouch, that scaling needs to be more aggressive. If it was something like 12.5 or better 14K at 40K health and you could still build for decent recovery and 6K wd/sd I'd say it's gonna be interesting to try. Sub 9K? Sounds like a good way to quickly drain your magic pool by being forced to spam it under even the least bit of pressure.
Edit: Curious, did you notice that chart listed the other scaling coefficient as SD not Max Mag? probably just a typo?
SkaraMinoc wrote: »Thecompton73 wrote: »SkaraMinoc wrote: »Thecompton73 wrote: »Curious, has anyone been on PTS to see what Hardened Ward's tooltip scales to with 40K health?
https://esoitem.uesp.net/viewSkillCoef.php?abilityid=30474
0.2215785 Health with Battle Spirit (0.443157 without)
40000 * 0.2215785 = 8863.14
10000 shield / 0.2215785 = 45131 health required
Ouch, that scaling needs to be more aggressive. If it was something like 12.5 or better 14K at 40K health and you could still build for decent recovery and 6K wd/sd I'd say it's gonna be interesting to try. Sub 9K? Sounds like a good way to quickly drain your magic pool by being forced to spam it under even the least bit of pressure.
Edit: Curious, did you notice that chart listed the other scaling coefficient as SD not Max Mag? probably just a typo?
Ratio is 1.00 for the SD coefficient which means it's using max magicka/stamina. Normally it's 10.5 for the ratio.
You never want to use Hardened Ward on a Sorc that uses Dark Deal.
You never want to prioritize Max Health on a Sorc over magicka/stamina because you lose out on damage.
The only use case in PvP for Max Health shield is on a BG Sorc Healer using Druid's Braid. Most of their healing comes from +healing % so it doesn't matter if they have 50k max health.
This would help keep the Bird alive with a big 11k shield. If it dies you still have an 11k shield + 50k health to re-summon and time to recover from the interrupt.
Heavy armor offers no damage gains whatsoever…. Light armor and medium armor offer different stats. Now that everyone is a hybrid, whichever is better between light or medium really comes down to the overall game balance of stats. That and the armor passives which I still think are bad design and penalize light armor more. It would help if they removed those.