With the U38 patch cycle already underway and it looking very likely that this round of changes for sorcerer will be exactly like the last bunch, nice to see, but ultimately won't do much to help the class. Now, lets discuss the changes that have been proposed.
@ZOS_Kevin,
@ZOS_GinaBruno,
@ZOS_BrianWheeler I hope you can have a look over this feedback, take it on board and hopefully look into making some changes for the class that will actually help it where it's needed, in both the short term and long term.
For context, the changes for U38 are:
First off, the change to dark exchange + morphs:
I agree with the Dev comment that sorcerer has been lacking behind in buff access for a long time now, but these 2 buffs, while not the worst options to be given, weren't what the class needed access to, was not what was asked for and certainly not needed on this ability.
Buff access was also not what was wrong with this ability and not why it isn't being used for PvE and why it's frustrating to use in PvP (to the point its only used in PvP due to how horrible the other option for healing is in PvP).
The issue with dark exchange is the cast time. Plain and simple.
It makes it very clunky to try and weave into PvE rotations, and for PvP it makes trying to heal when under pressure extremely punishing and unfun to play.
Secondly, the atronach changes:
This change looks like it is simply making up for a huge oversight when this ability was reworked (see nerfed) back in U35.
This ability should have always provided the buff to the entire group, not just the closest half of the group.
However, it needs to be noted that this change does not make Major berserk part of the classes reliably available buffs. The main reason is that this ability still requires another allied player to activate the synergy, fine for group content and organized raids in PvP, but still essentially non-existent for solo play and unorganized group play in PvP.
Third, the changes to volatile familiar
Not sure what to make of this change, it does nothing to help the ability in PvP and it still conflicts with tanks in PvE by giving enemies CC immunity which blocks the tanks pulls. Pets have also been the only way to truly play sorcerer at a high level (for PvE) for far too long now, so a buff to pets was definitely not something that was needed at this point in time.
What are some simple, easy changes that could be done in the short term while we wait for a patch that focuses on bigger balance adjustments and skill reworks:
A fix to healing:
Dark Exchange + morphs:
- What this ability needed was the cast time removed. That's it, nothing else was needed for this ability.
- What this fix does is allow it to be weaved into PvE rotations much smoother without losing that light attack weave when using it and for PvP it allows sorcerer the ability to finally have access to a block castable heal that will allow it to have some defensive options that isn't just running away with streak until the enemy gives up and you can safely heal.
- If we are concerned over an instant cast heal + sustain ability, then keep the 1 second delay on the heal such that the heal will apply 1 second after the ability is cast, but make the cast time itself instant to prevent this over-punishment of sorcs trying to simply survive in PvP.
Buff access:
- The buff that is needed the most on this class is access to major prophecy/savagery (crit chance). That's it.
Having access to this buff in the class kit allows for the class to have an easier time proccing crit surge in PvP while not changing crit surge for PvE.
- Where to place this buff? On lightning form + morphs.
- Why on lightning form + morphs? Mag-sorcerer currently runs the Mighty Chudan monster set because it lacks the bar space to fit lightning form to provide major resolve. Having major prophecy/savagery on lightning form + morphs streamlines the class kit, allowing the class to fit the required utility access and have room to try out other abilities or monster sets, something that has been missing ever since the removal of overloads 3rd bar that essentially removed 3 bar slots from sorcerers skill bars.
In the short term, this is what the class needs, a more reliable heal that isn't punishing/detrimental to use and better access to crit chance to better tie its kit together.
What are the long term fixes/changes for the class:
For the long term, there are a few big things that need to happen for the class.
1. Redistribute the power of the class away from the pets and into the other areas that have been neglected for far too long now.
- Pet builds should remain viable for those that enjoy that playstyle, but with so much of the class's power budget tied up in the pets and daedric prey, the class has become very niche and only really feels like it has 1 viable build now (that even stamina sorcerers run pets for PvE), a very far cry from where it used to be with both pet and no-pet builds being equally viable.
2. Untie the class's main burst heal from matriarch.
- Having both of the class's burst heals tied to the pets has severely hindered the class in PvP, where the pets stats and effects just aren't up to par anymore. Only 1 burst heal should be tied to the pets.
- Either make the AoE heal (matriarch) a regular heal ability or the self burst heal (clannfear) a regular heal ability, leave 1 for pet builds, the other for non pet builds.
- By uncoupling 1 of the heals from the pets, this also frees up dark exchange to be an actual sustain skill instead of the pseudo burst heal that it is currently forced into being due to no other available options for the class in PvP.
3. Updates to passives.
- There's 5 passives of note that are either outdated, don't synergize with the class or are awkward to utilize. These are Capacitor (outdated), Expert Mage (outdated), Energized (does not synergize), Persistence (does not synergize) and blood magic (awkward to utilize).
- Capacitor: 10% mag recovery, this is possibly one of the most outdated passives we have. NB gets 15% for all 3 recoveries for simply existing via the refreshing shadows passive, meanwhile sorcerer requires slotting an ability from 1 of its class lines (not even any class ability) to get 20% to health and stamina, but not magicka recoveries and skilling a second passive to get only 10% to magicka recovery.
Merge capacitor passive into daedric protection passive, having it grant all 3 recoveries at 18-20% for having a daedric summoning ability slotted and use this now free passive slot for something new (maybe something to do with shields?)
- Energized: increases physical and shock damage, it's good on paper and thematically fits with the class, but the reality is, the class spammable (frags) and class delayed burst (curse) deals magic damage (not shock) so this passive is useless for a magicka sorcerer outside of overload or pets.
Either change this to also include magic damage, or change the damage types of frags/curse to shock damage to better synergize with this passive.
- Expert mage: 2% for sorcerer ability slotted, the fighters guild passive slayer does 3% per fighters guild ability slotted, aren't class abilities supposed to outperform generic abilities?
At least match the 3% of the slayer passive here.
- Persistence: This passive wants sorcerers to block enemies attacks to reduce the cost of their next ability, but the sorcerer playstyle revolves around high mobility and avoiding damage, not reducing or blocking it and this is mostly due to the lack of healing and mitigation in the class kit.
Have this passive also proc off avoiding an enemies attack or blocking an enemies attack with a damage shield as well as regular blocking so that it ties in better with how the class wants to play.
- Blood magic: This passive synergizes nicely (healing on offense), is fairly decent even now, so what is wrong with it, well it requires hitting an enemy with a directly applied dark magic ability. The issue here is that the only ability that can proc this passive and is worth slotting is crystal shard/frags. The other ability, Rune cage has not been worth the slot ever since it had the 3 second delay added to its stun attempt. With both of these abilities obeying the GCD rules (1 cast per second), both can be dodged (i.e. they don't "hit" the enemy) this passive becomes very awkward to get its full potential.
This is the least important of the 5 passives, but still something to consider, by reducing the heal amount and allowing it to proc off any class ability hitting or being applied to an enemy (with the 0.5s cd kept) it would make this much less awkward to utilize.