Bushido2513 wrote: »PhoenixGrey wrote: »Ideally anything less than a 20k hardened ward will not cut it for me atleast while facing competent players.
@PhoenixGrey
If you're talking after battle spirit this sounds possibly excessive. I say that because I understand that some burst heals can reach close to similar numbers once a few factors are met but having such a large shield with no need for the same factors being met seems a bit over tuned. I certainly agree with buffing the sorc shield though.PhoenixGrey wrote: »I And I would also need a similar buff for the other light armor shield and have my old BOL back. In case you haven’t noticed the vamp skill line got a better version of BOL and I don’t see players making a fuss out of it like they did for BOL.
I could see a buff for light armor skill line if it wasn't too big. I think overall some mag classes do need this to play more effectively with more pieces of light armor. Again, it shouldn't be too big of a boost though or stacking might become an issues. I can also agree on the BOL change as they really nerfed it for no good reason in my opinion.PhoenixGrey wrote: »
Ok I m gonna rant here
Problem is most players think my buff list is outrageous. My argument always will be that you have dk, nb and the arcanist class which will be beyond outrageous in the future.
That's not exactly true because we've also seen these classes pulled down when ZOS finds a need for it for whatever reason. DK was at at low level for some time before it was hit with repeated buffs. NB is a bit different because even at the low level it was still at least decently strong but still it did get nerfs for a bit at one time.
Yes Arcanist will be op when it comes out but that's just the usual ZOS making sales. Once enough revenue has been made it will get a bit of the nerf bat too though granted it will be over multiple patches I'm guessing.
Every class has rotated in and out of the high point though I will say sorc has been out of that rotation for a noticeable amount of time, still the rotation does exist. I remember when templar was OP, when warden was even more of an aoe killing machine, and even necro was up there for a bit though not as prominently as others or at least not for the same reasons.
If nothing else ZOS possibly does this just to keep each main rotating in and out and to give people a reason to hop back in or in in general. Sorc is overdue, I'll give you that.PhoenixGrey wrote: »
The difference between me and others who claim to be better and more knowledgeable in this game is that I don’t live in a fantasy world where zos will spend time balancing 3 classes instead of buffing one.
So it's clear they don't exactly balance as much as they make changes. They might not balance those classes but it's not to say that they won't decide that burst heals need to all function in a certain lower range which will appear as a nerf to all classes with over performing burst heals. This has happened in the past when they decided to have standards around certain things. So they might not balance the three but they may decide to nerf parts of all 3 in the name of standards.PhoenixGrey wrote: »
Also if I were ZOS I wouldn’t want to upset a player base who have gotten used to their OP dk or nb nor create a new arcanist class which is not as OP as dk or nb. Upsetting players in the name of balance causes ZOS to lose $$ and lose more of their already dwindling pvp player base.
Actually ZOS does stuff like this all the time in regards to choices that upset the player base. Some changes are more subtle and in a better order but really they have proven they will do whatever they like even if it upsets the player base and we beg them not to. Now NB is weird because some person or group seems to be protecting that class. But even if they change it NB will still always be the tool for players that just like cloak and stealth attacks. Nerfing DK at this point could be seen by a lot of players as a good move so yes you might *** off some players but there will also be a number of players that will be excited by the prospect of a less boring and stagnant dk filled battlefield.
ZOS knows how it works in terms of sales. They understand they will always upset someone, they just need to make sure they make an equal or larger group happier at the same time.
I've talked about this before but player base isn't always matched up with sales. So you don't have to always have a large player base to have good sales overall. As an example there are those that let subs run and forget about them, those that hop on buy some crowns, do a few things then just go play something else, things that push sales for a period of time like oakensoul/arcanist, etc.PhoenixGrey wrote: »
At least if you ask me i am glad to see most players in bgs on dk’s and play open world on nb. If those 2 classes were balanced I wonder if those players would even pvp in the first place. If zos really cared about their player base they would not try to fix things which don’t need to be fixed.
Yup some would actually. Of course some people just want a pure power fantasy so they play on the strongest class they can find. There are also those that play because they enjoy the game with friends, group play, playing a certain class, etc.
When warden got buffs for mag warden it wasn't exactly OP though more powerful and arguably annoying. I saw so many wardens who played after that because it was finally viable to play a mag warden spec. So sometimes it's not that the class needs to be op but just playable in general and actually fun to play.
I would say people would rather have a garage full of sports cars they can hop in on any given day depending on mood vs 4 honda civics and 1 lambo and one ferarri. Boredom also kills player base.PhoenixGrey wrote: »
Again the point of playing a video game is to have fun. There is no fun in playing a z tier class and making 1vX videos against z tier players and then claiming all is good with the class.
I have played this game long enough to perfectly know that there is a problem with the class when I cannot play outnumbered against the same players who I had no problem with before. And you can’t make sorc go from z tier to s tier without outrageous buffs. You can always justify a buff by raising the god damn ceiling
Well we all at this point pretty much agree defense needs a buff. I want to see the damage kit changed to be more interesting but not outright buffed exactly.
DK has become a very easy class to play. Sorc currently and has for a while now required skill to do well and enjoy. I want sorc to do better against other classes but I don't want it to get buffed to the point where the gameplay becomes less and less rewarding in a law of diminishing returns way.
I don't want to be on a DK reskinned as a sorc is all I'm saying. That would be fun for a minute but have me being as bored as when I'm on DK.
PhoenixGrey wrote: »
I agree with most of your points here.
You did bring up a good point on BOL which most self righteous individuals who claim to care about balance but completely failed IMO. This is because they base all their balance based on dueling which is not even considered PVP in my book
Exibit #1
I have seen Sorc mains themselves complaining that BOL is too strong. Probably because they couldn't kill someone like me in a duel on their self righteous builds. However I dont see them complaining at all about the new vampire skill which is better than BOL and accessible to everyone. This proves clear bias and if not read on .....
PhoenixGrey wrote: »
Exibit #2
Similarly i remember some mains went as far as saying harness magicka was broken or too strong. Right now, none of those individuals use that skill nor does anyone else. However it allowed these top tier folks to run others out of sustain in duels so that they could hold their high horse. The result of this is mag sorc is the only class in the game which needs to run a sustain set to actually be effective in PVP.
PhoenixGrey wrote: »
Exibit #3
Similarly there were lot of complaints in the pet sorc era as well because they could not compete on their non pet self righteous builds. That takes us to today where these same individuals are running 40k health or running cheese sets like masters dual wield or mara's balm while still complaining about LOS from pets and engine guardian
The sorcerer class is in this state because of these exibits i presented above and completely a self inflicted manifestation of their actions
Point your finger at at least one necromancer using the skill to get 10 percent protection. 50% percent of a necromancer's skills are rubbish. On the other hand, there are quite a few sorcerers. And no matter how you belittle this class, but it is quite strong. The sorcerer's problem is the tank meta. In the tank meta, any direct burst damage builds are pretty weak. Therefore, the mana sorcerer does not perform well against strong players. This is corny not a meta assembly. In this meta, I consider everything dk and nb top classes. But if you take for example nb, then even I, having 200 ping, I always know when an arrow flies at me and dodge. NB is so predictable in this meta that I don't see how a sorcerer can lose to him. This is a strong weakness of nb. Just like the sorcerer. The strong point of the sorcerer is high damage and healing during an active attack, but a weakness if he retreats to the defense. I see strong sorcerers more often than even wardens. . The sorcerer is unique. Who would not say. But if you remove the weaknesses of the sorcerer, then how to defeat him? Even with fog, I can't catch up with the sorcerers.
Maybe you'll get lucky and be able to draw the attention of the developers to the sorcerer, but I'm already tired of writing about the necromancer. I wrote for six months and got two bad nerfs))
True but the funny thing is that it "magically" works better on a Necro than on anyone else 🤣, because a Necro can self apply a debuff when using his burst heal which triggers a Maras heal tick plus increases healing even more because of the Necro passive that increases healing when you have a negative effect. Plus the critical chance for healing can be heavily increased through Necro passives. All in all yielding to more ticks and even increased healing.Bushido2513 wrote: »
Sure a Sorc is strong against bad players or beginners. If that is what you want to tell us, then yes, you are right. But you can be good on any class against bad players or beginners, so what is your point?Point your finger at at least one necromancer using the skill to get 10 percent protection. 50% percent of a necromancer's skills are rubbish. On the other hand, there are quite a few sorcerers. And no matter how you belittle this class, but it is quite strong. The sorcerer's problem is the tank meta. In the tank meta, any direct burst damage builds are pretty weak. Therefore, the mana sorcerer does not perform well against strong players. This is corny not a meta assembly. In this meta, I consider everything dk and nb top classes. But if you take for example nb, then even I, having 200 ping, I always know when an arrow flies at me and dodge. NB is so predictable in this meta that I don't see how a sorcerer can lose to him. This is a strong weakness of nb. Just like the sorcerer. The strong point of the sorcerer is high damage and healing during an active attack, but a weakness if he retreats to the defense. I see strong sorcerers more often than even wardens. . The sorcerer is unique. Who would not say. But if you remove the weaknesses of the sorcerer, then how to defeat him? Even with fog, I can't catch up with the sorcerers.
Maybe you'll get lucky and be able to draw the attention of the developers to the sorcerer, but I'm already tired of writing about the necromancer. I wrote for six months and got two bad nerfs))
Bushido2513 wrote: »Most of the time when I see sorcs up against higher tier classes the issue is that they don't have the ability to lower the pressure on them and this prevents mounting a counter attack. If you buff defense just a little but not too much this would allow sorcerer a chance to compete a bit better across the board. It just has to be done carefully.
StaticWave wrote: »Imo Elusive Mist is only better than BoL for providing Major Evasion and 300 wd/spell dmg. Sure it absorbs 3 projectiles, but it can only do that while you're darting away. You can already avoid all incoming projectiles by dodge rolling mid BoL, and after exiting BoL you can still absorb 3 projectiles over 3 seconds.
I think it just really depends on how you play. I would never pick Elusive Mist because there's a delay until I can actually dart to my desired location, not to mention I have to double click to confirm the location I want to dart to. When in heat of a battle it's too much extra work to escape whereas I can just hit 1 button and instantly teleport away with BoL. Some people might prefer Mist over BoL if they want the extra damage and Evasion. That's cool too.
KilianDermoth wrote: »
True but the funny thing is that it "magically" works better on a Necro than on anyone else 🤣, because a Necro can self apply a debuff when using his burst heal which triggers a Maras heal tick plus increases healing even more because of the Necro passive that increases healing when you have a negative effect. Plus the critical chance for healing can be heavily increased through Necro passives. All in all yielding to more ticks and even increased healing.
Sure a Sorc is strong against bad players or beginners. If that is what you want to tell us, then yes, you are right. But you can be good on any class against bad players or beginners, so what is your point?
But let me guess you were just stomped several times by good sorcs, while probably just standing still and doing nothing until you died, right? That prety sounds like a learn to play issue.
Additionally I guess that you never have played a Sorc yourself. Just try it and not just against bad players / absolute beginners (which you might encounter in your very first battlegrounds) but against at least decent / mediocre players of other classes. You will very quickly change your mind...
But to help you with your learn to play issues and explain to you how you can counter Sorcs mobility, here are some hints:
1. Have high base speed, 200% is max but it is just enough to have a little bit more than the standard 100%. Because Sorcs usually dont have both, high base speed and streak (otherwise they had to sacrifice to much and probably wont even do some damage). With enough base speed (some % are enough) you can just outspeed them, even when they use streak, especially because a Sorc usually only can streak 3 - 5 times in a row and then completely runs out of Magicka (= a free kill, if its a Magicka Sorc).
2. Use a gap closer, in doubt something like critical charge (Two Hander), its absolute nasty for the Sorc, he will waste a GCD doing something you absolutely negate with your gap closer which even does damage and maybe applies a nasty DoT. While the Sorc even wastes about 2x the ressources you need for your gap closer (which has also even almost twice the range of streak...) for literally nothing, no damage, no pressure, no healing and even no escape. The Sorc will only have 2 options. Stay and fight / heal / shield => if you do enough damage, the Sorc has no chance, he is dead, he wont be able to survive your pressure or recover. Or run for example by recasting streak and even wasteing more ressource (than before because of the increasing costs) which again can be completely negated by a gap closer by you, dealing damage again (even more pressure for the Sorc if he isnt already dead) and just using about 1/3 of the ressources, the Sorc needed to streak, this time. The sorc will have again only 2 options and neither is beneficial in any way to him and will cause probably his death.
The only thing that can rescue a Sorc in this situation is to use line of sight and block your gap closer, but this is very situational at best and wont work in many situations / places. Or maybe CCing you long enough to be able to get away, but if you have at least slightly more base speed you will easily catch up after a break free and get a free kill because the Sorc will be completely out of ressources and wont be able to fight back or defend himself...
3. Use CC (timing is important!), especially if its a magicka Sorc he will run out of stamina very quick and probably not even break free anymore and just die.
And btw. with fog you have even a better version of Ball of Lightning (the other Morph of Streak). Can you escape with it? If not, why? It is even better than one of the escape tools of the Sorc. Probably because you see how easily it can be countered and that the short distance combined with the increasing cost often doesnt work out well, exactly the same is true for the Sorc and his escape tools - they can work (even great against bad players / beginners) but often wont work as good as people often think, if at all...
As said, Necro might not be that overpowered it once was and might be weaker than dragon knights but seriously saying that Necro is weaker in defense and healing than a Sorc is really ridiculous.
StaticWave wrote: »
This is what I've been trying to say lol. I generally don't have issues pressuring or killing top tier classes if I don't have to struggle to survive. The problem is I always struggle to survive (especially against DKs) and end up not outputting as much dmg as I could. Most of my losses against DKs weren't from the DoTs, but the FoO spam at range into Fossilize + Whip. I can handle the DoTs with my healing but I have nothing to counter the burst except constantly kiting. BoL would handle the FoO spam but then I'd have no stun so it's a hard call.
StaticWave wrote: »
I can handle the DoTs with my healing but I have nothing to counter the burst except constantly kiting. BoL would handle the FoO spam but then I'd have no stun so it's a hard call.
Bushido2513 wrote: »
Correct, this is pretty much usually how it goes down. You break free of the fossilize and yes you can get a DD off uninterrupted but it's not enough because more damage is already pouring in. When I'm on mag sorc I admit I can usually shield stack through the first assault or two but between ccs and their medium/high level of sustain it becomes a losing resource battle even if you streak stun away because it's just not enough distance.
Turtle_Bot wrote: »
This last point is another issue that I don't think many realise or bother to think about when discussing sorcs balance/pain points.
That distance nerf on streak/BoL made it so much harder to create enough distance for interruptible heals with cast times to be reliable, especially when compounded with the excessive speed creep and the constant reductions to shield sizes and shield mitigation values that have occurred over the past few years.
In saying that, I don't want a return of OP sorc, but at least give the class proper healing possibilities. If they don't want to give us class heals, then un-nerf resto staff so sorc has the option to fix the gap in its class kit via weapon skills like the other classes have.
FeedbackOnly wrote: »This is a nerf nightblade thread correct? Isn't the combat devs main character a nightblade so probably not then...
StaticWave wrote: »Bushido2513 wrote: »Most of the time when I see sorcs up against higher tier classes the issue is that they don't have the ability to lower the pressure on them and this prevents mounting a counter attack. If you buff defense just a little but not too much this would allow sorcerer a chance to compete a bit better across the board. It just has to be done carefully.
This is what I've been trying to say lol. I generally don't have issues pressuring or killing top tier classes if I don't have to struggle to survive. The problem is I always struggle to survive (especially against DKs) and end up not outputting as much dmg as I could. Most of my losses against DKs weren't from the DoTs, but the FoO spam at range into Fossilize + Whip. I can handle the DoTs with my healing but I have nothing to counter the burst except constantly kiting. BoL would handle the FoO spam but then I'd have no stun so it's a hard call.
PhoenixGrey wrote: »
The gap is quite huge.
dk’s and NB’s have everything in their toolkit to tank out multiple sorcs without even having to use their burst heal.
I have to literally run 15k penetration and sacrifice all my defense to dent some of them in bg’s. I thought sorc damage is fine but it’s far from it given the kind of tankiness dk, nb and warden have.
Bushido2513 wrote: »PhoenixGrey wrote: »
The gap is quite huge.
dk’s and NB’s have everything in their toolkit to tank out multiple sorcs without even having to use their burst heal.
I have to literally run 15k penetration and sacrifice all my defense to dent some of them in bg’s. I thought sorc damage is fine but it’s far from it given the kind of tankiness dk, nb and warden have.
@PhoenixGrey
Ok this is the same thing everyone is saying just stated differently. The damage is fine IFFFFF you build into it. The problem is if you build into it you don't have enough defense. So if defense is buffed you can build into damage. Make sense?
There are a few things going on with dk and nb but one of the main things is that when they add damage it buffs their heals. Sorc does not have this and that's the problem.
You can add as much damage as you want and DD tooltip stays the same, shield size stays the same, crit surge barely increases. Having to compensate for these things is what weighs sorc down.
StaticWave wrote: »Yup, that is exactly the problem. When I ran a yolo full damage dizzy swing build I was one shotting the majority of people with 8-9k dizzies, 6-7k cwep, 8k curses.
Every class can wear full damage and have their important heals scale off it. No idea why sorc has none lol.
Bushido2513 wrote: »StaticWave wrote: »Yup, that is exactly the problem. When I ran a yolo full damage dizzy swing build I was one shotting the majority of people with 8-9k dizzies, 6-7k cwep, 8k curses.
Every class can wear full damage and have their important heals scale off it. No idea why sorc has none lol.
Oh you just reminded me of the other part of the joke that is supposed to be sorc healing.
So in theory on sorc you should be able to heal from doing crits with crit surge (iffy), hitting people with crystal weapon/frags (passive/again gotta be offensive even when you can't afford it), double barring a pet that can die fairly easily, or using DD and hoping not to get bashed or crushing shocked.
Oh and I guess I'm supposed to put a shield or two up so that I can pull off these clunky heals, too bad most people can take it/them down in pretty much 1gcd (oh yeah until recently if you wanted a decent shield better build into mag which doesn't scale as well as damage).
Now that I write it out I'm wondering how that even sounds like viable heals?
Bushido2513 wrote: »Turtle_Bot wrote: »
This last point is another issue that I don't think many realise or bother to think about when discussing sorcs balance/pain points.
That distance nerf on streak/BoL made it so much harder to create enough distance for interruptible heals with cast times to be reliable, especially when compounded with the excessive speed creep and the constant reductions to shield sizes and shield mitigation values that have occurred over the past few years.
In saying that, I don't want a return of OP sorc, but at least give the class proper healing possibilities. If they don't want to give us class heals, then un-nerf resto staff so sorc has the option to fix the gap in its class kit via weapon skills like the other classes have.
Yeah in IC where I play most since groups know they will be hunting people they build into speed so that nobody can get away from them. I usually end up trying to know the area better so that I can los etc but sometimes even that's not enough if they have speed and know the area.
So yeah if we can't get away can we at least get a little more bang for our shield buck or a burst heal.
If we bring back resto staff to where it was we just get what we had which was a lot of people running it because it was that good. Sorc needs buffs that actually play into the kit and move it more away from crutching on sets and weapon skills and more towards having a class oriented playstyle.
Turtle_Bot wrote: »Bushido2513 wrote: »StaticWave wrote: »Yup, that is exactly the problem. When I ran a yolo full damage dizzy swing build I was one shotting the majority of people with 8-9k dizzies, 6-7k cwep, 8k curses.
Every class can wear full damage and have their important heals scale off it. No idea why sorc has none lol.
Oh you just reminded me of the other part of the joke that is supposed to be sorc healing.
So in theory on sorc you should be able to heal from doing crits with crit surge (iffy), hitting people with crystal weapon/frags (passive/again gotta be offensive even when you can't afford it), double barring a pet that can die fairly easily, or using DD and hoping not to get bashed or crushing shocked.
Oh and I guess I'm supposed to put a shield or two up so that I can pull off these clunky heals, too bad most people can take it/them down in pretty much 1gcd (oh yeah until recently if you wanted a decent shield better build into mag which doesn't scale as well as damage).
Now that I write it out I'm wondering how that even sounds like viable heals?
It just gets worse and worse the deeper you look into it too.
Matriarch:Ideal conditions, summoning the pet with no interruption:
1.5s channel time to summon it, then another GCD to cast the heal itself (2.5s minimum between attempting summon to then receiving the heal)
Ideal conditions, the first attempted summon is interrupted:
1.5s channel time, followed by interrupt which stuns the sorc and hard locks the skill for 3 seconds, then it's another 1.5s channel time to attempt to summon the second time, followed by 1 more GCD before you can actually cast the heal itself. That's a minimum of 7 seconds (1.5 + 3 + 1.5 + 1) without a burst heal if the pet gets killed and the first attempted summon is interrupted
Actual conditions, accounting for lag, delay, bugs, etc:
Impossible to put an accurate figure here, but in actual play conditions, the heal might as well not exist at all with how long it takes from first attempting the summon to receiving a heal, if you are able to receive a heal at all since it's highly likely that by the time you're able to attempt another summon, CC immunity has worn off or bugged out leaving you vulnerable again and essentially without any heal at all.
Dark Deal:Ideal conditions, no interruptions:
1s cast time with a non-scaling heal at the end of the cast.
Ideal conditions with the first cast interrupted:
1s cast time, interrupt which stuns and the skill hard locks for 3 seconds, then its another 1s cast time with the heal at the end of that cast, essentially 5 seconds (1 + 3 + 1) without a burst heal.
Actual conditions accounting for lag, delay, bugs, etc:
See above on the matriarch, but at least the time between first and second attempt is slightly shorter.
It's all well and good in PvE where the 1 shot heavy attacks/mechanics that matter and require proper burst heals come in at most once every 10-20 seconds, have long build up times and are easily visible.
It also looks perfectly balanced on spreadsheets because it's extremely difficult to quantify interruptible cast times vs instant cast and put numerical values on those, so the cast times tend to get ignored for the most part when balancing is done on spreadsheets because it's too hard to put a value to those that would allow for fair balancing to be done.
Accounting for that kind of potential delay/disable on healing, when balancing on a spreadsheet, the matriarch heal would likely have to be a lot stronger that it currently is and dark deal very similar too, likely to the point that both abilities would be full heals (or near enough) from 0 health after applying battle spirit to balance that interrupt/hard lock downside those skills have and no class should have that kind of healing power without sacrificing something else.
For PvP, where the heavy hitting combos come in every 3-5 seconds (or much more frequently if you're outnumbered) and the cast times allow for interruptions to the healing effectively disabling it for quite a long duration considering, this is where it becomes extremely noticeable and detrimental for the players and becomes very frustrating to try and play.Bushido2513 wrote: »Turtle_Bot wrote: »
This last point is another issue that I don't think many realise or bother to think about when discussing sorcs balance/pain points.
That distance nerf on streak/BoL made it so much harder to create enough distance for interruptible heals with cast times to be reliable, especially when compounded with the excessive speed creep and the constant reductions to shield sizes and shield mitigation values that have occurred over the past few years.
In saying that, I don't want a return of OP sorc, but at least give the class proper healing possibilities. If they don't want to give us class heals, then un-nerf resto staff so sorc has the option to fix the gap in its class kit via weapon skills like the other classes have.
Yeah in IC where I play most since groups know they will be hunting people they build into speed so that nobody can get away from them. I usually end up trying to know the area better so that I can los etc but sometimes even that's not enough if they have speed and know the area.
So yeah if we can't get away can we at least get a little more bang for our shield buck or a burst heal.
If we bring back resto staff to where it was we just get what we had which was a lot of people running it because it was that good. Sorc needs buffs that actually play into the kit and move it more away from crutching on sets and weapon skills and more towards having a class oriented playstyle.
When bringing back resto staff to what it used to be (I'm talking U33 resto staff, not the old 2017/2018 resto staff), it would come with the caveat that heal stacking would be directly addressed at the same time to prevent it from being too strong. (I should have included this point).
Ideally all it would take is making 1 morph of blessings of restoration into a ST burst heal that's roughly 95% healing value of class single target burst heals such as offering/resistant flesh/HtD.
I'd also prefer they actually buff sorc's healing directly, but it seems the devs don't want to even consider that option for the foreseeable future, hence the suggestion to un-nerf resto staves.
StaticWave wrote: »Turtle_Bot wrote: »Bushido2513 wrote: »StaticWave wrote: »Yup, that is exactly the problem. When I ran a yolo full damage dizzy swing build I was one shotting the majority of people with 8-9k dizzies, 6-7k cwep, 8k curses.
Every class can wear full damage and have their important heals scale off it. No idea why sorc has none lol.
Oh you just reminded me of the other part of the joke that is supposed to be sorc healing.
So in theory on sorc you should be able to heal from doing crits with crit surge (iffy), hitting people with crystal weapon/frags (passive/again gotta be offensive even when you can't afford it), double barring a pet that can die fairly easily, or using DD and hoping not to get bashed or crushing shocked.
Oh and I guess I'm supposed to put a shield or two up so that I can pull off these clunky heals, too bad most people can take it/them down in pretty much 1gcd (oh yeah until recently if you wanted a decent shield better build into mag which doesn't scale as well as damage).
Now that I write it out I'm wondering how that even sounds like viable heals?
It just gets worse and worse the deeper you look into it too.
Matriarch:Ideal conditions, summoning the pet with no interruption:
1.5s channel time to summon it, then another GCD to cast the heal itself (2.5s minimum between attempting summon to then receiving the heal)
Ideal conditions, the first attempted summon is interrupted:
1.5s channel time, followed by interrupt which stuns the sorc and hard locks the skill for 3 seconds, then it's another 1.5s channel time to attempt to summon the second time, followed by 1 more GCD before you can actually cast the heal itself. That's a minimum of 7 seconds (1.5 + 3 + 1.5 + 1) without a burst heal if the pet gets killed and the first attempted summon is interrupted
Actual conditions, accounting for lag, delay, bugs, etc:
Impossible to put an accurate figure here, but in actual play conditions, the heal might as well not exist at all with how long it takes from first attempting the summon to receiving a heal, if you are able to receive a heal at all since it's highly likely that by the time you're able to attempt another summon, CC immunity has worn off or bugged out leaving you vulnerable again and essentially without any heal at all.
Dark Deal:Ideal conditions, no interruptions:
1s cast time with a non-scaling heal at the end of the cast.
Ideal conditions with the first cast interrupted:
1s cast time, interrupt which stuns and the skill hard locks for 3 seconds, then its another 1s cast time with the heal at the end of that cast, essentially 5 seconds (1 + 3 + 1) without a burst heal.
Actual conditions accounting for lag, delay, bugs, etc:
See above on the matriarch, but at least the time between first and second attempt is slightly shorter.
It's all well and good in PvE where the 1 shot heavy attacks/mechanics that matter and require proper burst heals come in at most once every 10-20 seconds, have long build up times and are easily visible.
It also looks perfectly balanced on spreadsheets because it's extremely difficult to quantify interruptible cast times vs instant cast and put numerical values on those, so the cast times tend to get ignored for the most part when balancing is done on spreadsheets because it's too hard to put a value to those that would allow for fair balancing to be done.
Accounting for that kind of potential delay/disable on healing, when balancing on a spreadsheet, the matriarch heal would likely have to be a lot stronger that it currently is and dark deal very similar too, likely to the point that both abilities would be full heals (or near enough) from 0 health after applying battle spirit to balance that interrupt/hard lock downside those skills have and no class should have that kind of healing power without sacrificing something else.
For PvP, where the heavy hitting combos come in every 3-5 seconds (or much more frequently if you're outnumbered) and the cast times allow for interruptions to the healing effectively disabling it for quite a long duration considering, this is where it becomes extremely noticeable and detrimental for the players and becomes very frustrating to try and play.Bushido2513 wrote: »Turtle_Bot wrote: »
This last point is another issue that I don't think many realise or bother to think about when discussing sorcs balance/pain points.
That distance nerf on streak/BoL made it so much harder to create enough distance for interruptible heals with cast times to be reliable, especially when compounded with the excessive speed creep and the constant reductions to shield sizes and shield mitigation values that have occurred over the past few years.
In saying that, I don't want a return of OP sorc, but at least give the class proper healing possibilities. If they don't want to give us class heals, then un-nerf resto staff so sorc has the option to fix the gap in its class kit via weapon skills like the other classes have.
Yeah in IC where I play most since groups know they will be hunting people they build into speed so that nobody can get away from them. I usually end up trying to know the area better so that I can los etc but sometimes even that's not enough if they have speed and know the area.
So yeah if we can't get away can we at least get a little more bang for our shield buck or a burst heal.
If we bring back resto staff to where it was we just get what we had which was a lot of people running it because it was that good. Sorc needs buffs that actually play into the kit and move it more away from crutching on sets and weapon skills and more towards having a class oriented playstyle.
When bringing back resto staff to what it used to be (I'm talking U33 resto staff, not the old 2017/2018 resto staff), it would come with the caveat that heal stacking would be directly addressed at the same time to prevent it from being too strong. (I should have included this point).
Ideally all it would take is making 1 morph of blessings of restoration into a ST burst heal that's roughly 95% healing value of class single target burst heals such as offering/resistant flesh/HtD.
I'd also prefer they actually buff sorc's healing directly, but it seems the devs don't want to even consider that option for the foreseeable future, hence the suggestion to un-nerf resto staves.
You forgot to mention another disadvantage of a channeled heal, which imo is by far the most important disadvantage of Dark Deal, and that's the inability to block cast.
They don't even need to give the class a true burst heal if they can just remove the cast time on Dark Deal and reduce the amount of resource restored. Even if the tooltip of Dark Deal remains at 8k (or 10k with Dark Conversion), the ability to block cast will guarantee at least 80% of that heal being applied to your HP when HoTs are also rolling.
This is why the difference between using Dark Deal with and without Spell Wall is massive. I am always able to recover my HP to full when Spell Wall is active due to the fact that the majority of the incoming damage is blocked and I'm able to restore my health.
Imo this is a fair compromise for the class. Streak + instant cast Dark Deal will allow a much better chance of recovery for a sorc without making it too strong.
Turtle_Bot wrote: »StaticWave wrote: »Turtle_Bot wrote: »Bushido2513 wrote: »StaticWave wrote: »Yup, that is exactly the problem. When I ran a yolo full damage dizzy swing build I was one shotting the majority of people with 8-9k dizzies, 6-7k cwep, 8k curses.
Every class can wear full damage and have their important heals scale off it. No idea why sorc has none lol.
Oh you just reminded me of the other part of the joke that is supposed to be sorc healing.
So in theory on sorc you should be able to heal from doing crits with crit surge (iffy), hitting people with crystal weapon/frags (passive/again gotta be offensive even when you can't afford it), double barring a pet that can die fairly easily, or using DD and hoping not to get bashed or crushing shocked.
Oh and I guess I'm supposed to put a shield or two up so that I can pull off these clunky heals, too bad most people can take it/them down in pretty much 1gcd (oh yeah until recently if you wanted a decent shield better build into mag which doesn't scale as well as damage).
Now that I write it out I'm wondering how that even sounds like viable heals?
It just gets worse and worse the deeper you look into it too.
Matriarch:Ideal conditions, summoning the pet with no interruption:
1.5s channel time to summon it, then another GCD to cast the heal itself (2.5s minimum between attempting summon to then receiving the heal)
Ideal conditions, the first attempted summon is interrupted:
1.5s channel time, followed by interrupt which stuns the sorc and hard locks the skill for 3 seconds, then it's another 1.5s channel time to attempt to summon the second time, followed by 1 more GCD before you can actually cast the heal itself. That's a minimum of 7 seconds (1.5 + 3 + 1.5 + 1) without a burst heal if the pet gets killed and the first attempted summon is interrupted
Actual conditions, accounting for lag, delay, bugs, etc:
Impossible to put an accurate figure here, but in actual play conditions, the heal might as well not exist at all with how long it takes from first attempting the summon to receiving a heal, if you are able to receive a heal at all since it's highly likely that by the time you're able to attempt another summon, CC immunity has worn off or bugged out leaving you vulnerable again and essentially without any heal at all.
Dark Deal:Ideal conditions, no interruptions:
1s cast time with a non-scaling heal at the end of the cast.
Ideal conditions with the first cast interrupted:
1s cast time, interrupt which stuns and the skill hard locks for 3 seconds, then its another 1s cast time with the heal at the end of that cast, essentially 5 seconds (1 + 3 + 1) without a burst heal.
Actual conditions accounting for lag, delay, bugs, etc:
See above on the matriarch, but at least the time between first and second attempt is slightly shorter.
It's all well and good in PvE where the 1 shot heavy attacks/mechanics that matter and require proper burst heals come in at most once every 10-20 seconds, have long build up times and are easily visible.
It also looks perfectly balanced on spreadsheets because it's extremely difficult to quantify interruptible cast times vs instant cast and put numerical values on those, so the cast times tend to get ignored for the most part when balancing is done on spreadsheets because it's too hard to put a value to those that would allow for fair balancing to be done.
Accounting for that kind of potential delay/disable on healing, when balancing on a spreadsheet, the matriarch heal would likely have to be a lot stronger that it currently is and dark deal very similar too, likely to the point that both abilities would be full heals (or near enough) from 0 health after applying battle spirit to balance that interrupt/hard lock downside those skills have and no class should have that kind of healing power without sacrificing something else.
For PvP, where the heavy hitting combos come in every 3-5 seconds (or much more frequently if you're outnumbered) and the cast times allow for interruptions to the healing effectively disabling it for quite a long duration considering, this is where it becomes extremely noticeable and detrimental for the players and becomes very frustrating to try and play.Bushido2513 wrote: »Turtle_Bot wrote: »
This last point is another issue that I don't think many realise or bother to think about when discussing sorcs balance/pain points.
That distance nerf on streak/BoL made it so much harder to create enough distance for interruptible heals with cast times to be reliable, especially when compounded with the excessive speed creep and the constant reductions to shield sizes and shield mitigation values that have occurred over the past few years.
In saying that, I don't want a return of OP sorc, but at least give the class proper healing possibilities. If they don't want to give us class heals, then un-nerf resto staff so sorc has the option to fix the gap in its class kit via weapon skills like the other classes have.
Yeah in IC where I play most since groups know they will be hunting people they build into speed so that nobody can get away from them. I usually end up trying to know the area better so that I can los etc but sometimes even that's not enough if they have speed and know the area.
So yeah if we can't get away can we at least get a little more bang for our shield buck or a burst heal.
If we bring back resto staff to where it was we just get what we had which was a lot of people running it because it was that good. Sorc needs buffs that actually play into the kit and move it more away from crutching on sets and weapon skills and more towards having a class oriented playstyle.
When bringing back resto staff to what it used to be (I'm talking U33 resto staff, not the old 2017/2018 resto staff), it would come with the caveat that heal stacking would be directly addressed at the same time to prevent it from being too strong. (I should have included this point).
Ideally all it would take is making 1 morph of blessings of restoration into a ST burst heal that's roughly 95% healing value of class single target burst heals such as offering/resistant flesh/HtD.
I'd also prefer they actually buff sorc's healing directly, but it seems the devs don't want to even consider that option for the foreseeable future, hence the suggestion to un-nerf resto staves.
You forgot to mention another disadvantage of a channeled heal, which imo is by far the most important disadvantage of Dark Deal, and that's the inability to block cast.
They don't even need to give the class a true burst heal if they can just remove the cast time on Dark Deal and reduce the amount of resource restored. Even if the tooltip of Dark Deal remains at 8k (or 10k with Dark Conversion), the ability to block cast will guarantee at least 80% of that heal being applied to your HP when HoTs are also rolling.
This is why the difference between using Dark Deal with and without Spell Wall is massive. I am always able to recover my HP to full when Spell Wall is active due to the fact that the majority of the incoming damage is blocked and I'm able to restore my health.
Imo this is a fair compromise for the class. Streak + instant cast Dark Deal will allow a much better chance of recovery for a sorc without making it too strong.
I still reckon they could give DD some slight scaling on top of making it instant cast and it wouldn't break sorc.
When you have 7k spell damage plars that can get 18k+ tooltips on HtD, NBs that can get 20k+ offering tooltips, cros that can reach 18k tooltip resistant flesh, wardens that can get 30k+ polar winds heals, having some scaling on dark conversion/morphs wouldn't be too bad alongside making it instant cast, maybe cap the heal at 16-17k so its still behind what other classes can achieve with similar damage investment, but not so far behind that it struggles to actually heal when under pressure/defile/etc.
Edit: completely agree about block casting, it is just far too strong defensive measure that everything else pales in comparison.
Turtle_Bot wrote: »Bushido2513 wrote: »StaticWave wrote: »Yup, that is exactly the problem. When I ran a yolo full damage dizzy swing build I was one shotting the majority of people with 8-9k dizzies, 6-7k cwep, 8k curses.
Every class can wear full damage and have their important heals scale off it. No idea why sorc has none lol.
Oh you just reminded me of the other part of the joke that is supposed to be sorc healing.
So in theory on sorc you should be able to heal from doing crits with crit surge (iffy), hitting people with crystal weapon/frags (passive/again gotta be offensive even when you can't afford it), double barring a pet that can die fairly easily, or using DD and hoping not to get bashed or crushing shocked.
Oh and I guess I'm supposed to put a shield or two up so that I can pull off these clunky heals, too bad most people can take it/them down in pretty much 1gcd (oh yeah until recently if you wanted a decent shield better build into mag which doesn't scale as well as damage).
Now that I write it out I'm wondering how that even sounds like viable heals?
It just gets worse and worse the deeper you look into it too.
Matriarch:Ideal conditions, summoning the pet with no interruption:
1.5s channel time to summon it, then another GCD to cast the heal itself (2.5s minimum between attempting summon to then receiving the heal)
Ideal conditions, the first attempted summon is interrupted:
1.5s channel time, followed by interrupt which stuns the sorc and hard locks the skill for 3 seconds, then it's another 1.5s channel time to attempt to summon the second time, followed by 1 more GCD before you can actually cast the heal itself. That's a minimum of 7 seconds (1.5 + 3 + 1.5 + 1) without a burst heal if the pet gets killed and the first attempted summon is interrupted
Actual conditions, accounting for lag, delay, bugs, etc:
Impossible to put an accurate figure here, but in actual play conditions, the heal might as well not exist at all with how long it takes from first attempting the summon to receiving a heal, if you are able to receive a heal at all since it's highly likely that by the time you're able to attempt another summon, CC immunity has worn off or bugged out leaving you vulnerable again and essentially without any heal at all.
Dark Deal:Ideal conditions, no interruptions:
1s cast time with a non-scaling heal at the end of the cast.
Ideal conditions with the first cast interrupted:
1s cast time, interrupt which stuns and the skill hard locks for 3 seconds, then its another 1s cast time with the heal at the end of that cast, essentially 5 seconds (1 + 3 + 1) without a burst heal.
Actual conditions accounting for lag, delay, bugs, etc:
See above on the matriarch, but at least the time between first and second attempt is slightly shorter.
It's all well and good in PvE where the 1 shot heavy attacks/mechanics that matter and require proper burst heals come in at most once every 10-20 seconds, have long build up times and are easily visible.
It also looks perfectly balanced on spreadsheets because it's extremely difficult to quantify interruptible cast times vs instant cast and put numerical values on those, so the cast times tend to get ignored for the most part when balancing is done on spreadsheets because it's too hard to put a value to those that would allow for fair balancing to be done.
Accounting for that kind of potential delay/disable on healing, when balancing on a spreadsheet, the matriarch heal would likely have to be a lot stronger that it currently is and dark deal very similar too, likely to the point that both abilities would be full heals (or near enough) from 0 health after applying battle spirit to balance that interrupt/hard lock downside those skills have and no class should have that kind of healing power without sacrificing something else.
For PvP, where the heavy hitting combos come in every 3-5 seconds (or much more frequently if you're outnumbered) and the cast times allow for interruptions to the healing effectively disabling it for quite a long duration considering, this is where it becomes extremely noticeable and detrimental for the players and becomes very frustrating to try and play.Bushido2513 wrote: »Turtle_Bot wrote: »
This last point is another issue that I don't think many realise or bother to think about when discussing sorcs balance/pain points.
That distance nerf on streak/BoL made it so much harder to create enough distance for interruptible heals with cast times to be reliable, especially when compounded with the excessive speed creep and the constant reductions to shield sizes and shield mitigation values that have occurred over the past few years.
In saying that, I don't want a return of OP sorc, but at least give the class proper healing possibilities. If they don't want to give us class heals, then un-nerf resto staff so sorc has the option to fix the gap in its class kit via weapon skills like the other classes have.
Yeah in IC where I play most since groups know they will be hunting people they build into speed so that nobody can get away from them. I usually end up trying to know the area better so that I can los etc but sometimes even that's not enough if they have speed and know the area.
So yeah if we can't get away can we at least get a little more bang for our shield buck or a burst heal.
If we bring back resto staff to where it was we just get what we had which was a lot of people running it because it was that good. Sorc needs buffs that actually play into the kit and move it more away from crutching on sets and weapon skills and more towards having a class oriented playstyle.
When bringing back resto staff to what it used to be (I'm talking U33 resto staff, not the old 2017/2018 resto staff), it would come with the caveat that heal stacking would be directly addressed at the same time to prevent it from being too strong. (I should have included this point).
Ideally all it would take is making 1 morph of blessings of restoration into a ST burst heal that's roughly 95% healing value of class single target burst heals such as offering/resistant flesh/HtD.
I'd also prefer they actually buff sorc's healing directly, but it seems the devs don't want to even consider that option for the foreseeable future, hence the suggestion to un-nerf resto staves.
Turtle_Bot wrote: »
When bringing back resto staff to what it used to be (I'm talking U33 resto staff, not the old 2017/2018 resto staff), it would come with the caveat that heal stacking would be directly addressed at the same time to prevent it from being too strong. (I should have included this point).
StaticWave wrote: »
You forgot to mention another disadvantage of a channeled heal, which imo is by far the most important disadvantage of Dark Deal, and that's the inability to block cast.
I'll add another dark deal heal issue.
Using it, you not only risk stuns and hard locking the skill. In pressured situations you risk pushing your stam too low to break free if you get stunned.
Bushido2513 wrote: »StaticWave wrote: »
You forgot to mention another disadvantage of a channeled heal, which imo is by far the most important disadvantage of Dark Deal, and that's the inability to block cast.
So much this! It's one of the things that makes dk seem immortal at times and that makes a huge difference in the effectiveness of a given heal.
PhoenixGrey wrote: »Bushido2513 wrote: »StaticWave wrote: »
You forgot to mention another disadvantage of a channeled heal, which imo is by far the most important disadvantage of Dark Deal, and that's the inability to block cast.
So much this! It's one of the things that makes dk seem immortal at times and that makes a huge difference in the effectiveness of a given heal.
Dk isn’t immortal. It’s just sorc being garbage
I feel dks are finally in a good place after years of neglect
Bushido2513 wrote: »PhoenixGrey wrote: »Bushido2513 wrote: »StaticWave wrote: »
You forgot to mention another disadvantage of a channeled heal, which imo is by far the most important disadvantage of Dark Deal, and that's the inability to block cast.
So much this! It's one of the things that makes dk seem immortal at times and that makes a huge difference in the effectiveness of a given heal.
Dk isn’t immortal. It’s just sorc being garbage
I feel dks are finally in a good place after years of neglect
Correct and what I really mean is more like ridiculously hard to kill for the skill level required.
DK is in too good of a place at the moment. I'm fine with giving sorc better defense but I don't want sorc in the same place as dk where we end up all playing the same game just with different skins.
StaticWave wrote: »PhoenixGrey wrote: »StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Yeah, because the only people who should be able to enjoy playing this game are those who put in the time, effort and dedication, right?
FYI, if ZOS ever went ahead and buffed Sorc, the top end sorcs will dominate other classes. The gap between top end and low/medium end sorcs is THAT big.
I remember the days when shields would hold off entire groups and sorc could pretty much possibly two tap you if you weren't paying correctly.
Sorcs including myself can still get kills but it's far from the dominating spec it once was.
I remember that iteration of sorc very well. Watching SypherPK tanking 5-6 people made me pick sorc as my first PvP class lol.
I have no doubts that if that version of sorc returned, the class would dominate once again.
No it won’t. We don’t have that caliber of player on PC NA anymore.
There are still a few top tier magsorc mains who are on the caliber of SypherPK during his prime.