ItsNotLiving wrote: »Zenimax please I just want to play magsorc without feeling like I have to hit a perfect timed combo 6 times to kill someone while they sit in an ash cloud and type laughing whispers at me.
You could have just asked for clips of gameplay instead of doing so subliminally.But you just provided some data, and there is no actual combat data to support it.
And keeping your distance isn't easy when speed caps are easily accessible to all.
Tyrant_Tim wrote: »You could have just asked for clips of gameplay instead of doing so subliminally.But you just provided some data, and there is no actual combat data to support it.
And keeping your distance isn't easy when speed caps are easily accessible to all.https://youtu.be/j5BQ2L9xTyk
https://youtu.be/2dUThJaQ4nA
https://youtu.be/i5WXAWA4X4E
Turtle_Bot wrote: »Tyrant_Tim wrote: »You could have just asked for clips of gameplay instead of doing so subliminally.But you just provided some data, and there is no actual combat data to support it.
And keeping your distance isn't easy when speed caps are easily accessible to all.https://youtu.be/j5BQ2L9xTyk
https://youtu.be/2dUThJaQ4nA
https://youtu.be/i5WXAWA4X4E
I finally got a chance to sit down and test the changes to inferno staff properly myself yesterday.
It is definitely stronger than my first impressions. It will be a strong build, but it doesn't really fix sorcs issues. Sorc will be using the same amount or even fewer class abilities with it and magsorc will simply be "proc bowsorc but with blue main resource" instead of being it's own thing.
My main issue with it, which has been one of my main sticking points with the stamsorc builds over the past year that have been performing well (masters DW/vate destro/savage werewolf/way of fire/etc), is that it is another completely generic proc build that can be ran on any class that's going to result in another savage werewolf U35 situation where the proc build carries the class and masks the issues with it and gets the class, instead of the build, heavily nerfed in the following patch.
Which just like it did in U35, results in a complete overnerf of the class in the early weeks of the PTS followed by another misguided panic buff to pets and daedric prey because the overnerf from the early PTS weeks deleted the class entirely from all content just like it did in U35 PTS cycle.
I just wish they would just sit down and fix sorcerer as a class once and for all instead of constantly trying random changes to 1 or 2 abilities followed by panic overnerfs resulting from over performing proc builds followed by panic overbuffs to pets/prey that only serve to force it even further into pets and procs.
Give it a complete overhaul/update/rework like they did with NB, DK and warden allowing it to focus on its class abilities and themes, but with better balancing so its not completely overtuned like 2 of those 3 classes are.
Tyrant_Tim wrote: »Agreed, what it really comes down to in my opinion is the bar space problem, combined with the lack of Major and Minor Buffs that the class has.
You would think that the class that provides Minor Prophecy to the group would also have Major Prophecy somewhere tied to an ability in it’s kit.
Why does an ability that heals you on critical strikes give Major Sorcery instead of Prophecy?
They could take a look at Rune Prison and rework that into a heal or any of the other abilities not seeing any use in either PvE or PvP.
Like let’s be real here, when was the last time you’ve seen a Sorcerer use Daedric Minefield? That ability was a staple on Sorcerer year 1 and 2. Or how about the Clanfear? You just don’t see that pet anywhere other than a Sorc Tank and even then it’s unreliable.
IncultaWolf wrote: »What's magsorc? Just use masters duel wield/vateshran ice staff and pick the best morphs
Turtle_Bot wrote: »Tyrant_Tim wrote: »Agreed, what it really comes down to in my opinion is the bar space problem, combined with the lack of Major and Minor Buffs that the class has.
You would think that the class that provides Minor Prophecy to the group would also have Major Prophecy somewhere tied to an ability in it’s kit.
Why does an ability that heals you on critical strikes give Major Sorcery instead of Prophecy?
They could take a look at Rune Prison and rework that into a heal or any of the other abilities not seeing any use in either PvE or PvP.
Like let’s be real here, when was the last time you’ve seen a Sorcerer use Daedric Minefield? That ability was a staple on Sorcerer year 1 and 2. Or how about the Clanfear? You just don’t see that pet anywhere other than a Sorc Tank and even then it’s unreliable.
Yeah, bar space has been such a massive pain point for sorcerer ever since the removal of the overload 3rd bar (which ZOS has still never compensated sorcs for even to this day and tbh I don't think they even realise what that change did to ruin sorcerer). Not only that, but sorcs main form of defense (shields) has been constantly nerfed into the ground, not just by numbers but via mechanical changes to its functionality as well.I wonder what NBs would say if they suddenly had their bar space reduced by 1/3. Only 3 active abilities and 1 ultimate per bar.
No class has had those kinds of nerfs done to them except sorcerer, hence why I have no sympathy for NBs who cry about the Elswyr patch. They got off insanely easy compared to the nerfs sorcerer has constantly received over the years and will continue to receive until ZOS decides to actually fix the class properly.
At this point crit surge should just give both buffs or just simply proc off dealing any damage, especially when you look at NB getting access to pretty much every single buff/debuff (both major and minor) in the game in their class kit and plenty of unique buffs/mechanics on top of that alongside strictly better versions of most of sorcs abilities and passives to boot. There's simply no reason the ability should not get that buff.
Yeah, rune prison needs a complete rework, as does encase, both skills are completely unplayable for both PvE and PvP. Encase especially, since it's not only completely useless in PvP thanks to all the free snare/immobilization immunity being given out, but it also actively hinders the tanks ability to pull and group up mobs in PvE by granting those mobs/adds CC immunity.I actually proposed a huge rework to sorcerers back in U36 (when they were really bottom of the barrel) including specifically for rune cage and encase (making rune cage into a DoT/HoT ability where defensive rune was a self HoT that stuns the next target that attacks you after a 2 seconds delay and rune prison was a single target sticky DoT that attempts to stun the target after a 2 second delay. Alongside this was a complete tidy up and update to sorcs passives and changing damage types of frags/curse to shock damage to better synergise with the class passives.
I included a lot of balances (including the option to remove the stun from streak now that rune cage was a reasonably viable stun) and the numbers were left out, but indicated to not exceed the standards ZOS already set out to not create balance issues, but as usual it got shouted down by all the NB mains that troll these forums despite never mentioning NB anywhere in the post or the title, they just simply appeared and harassed, baited and bashed the crap out of that thread until it got so heavily moderated I never bothered responding in it anymore.
Yep, the NBs trolling the forums successfully shut down any discussion about reworking/buffing the literal weakest class in the game at that time despite balance options being provided to not make it OP and by not doing anything to stop it, despite several reports being submitted, the mods just allowed it to continue and get completely out of hand.
So much for the forums being inclusive and friendly, it's only that way if you agree with everything the NBs say...
For Daedric minefield, it was used in U34 on a niche dark convergence build and a niche melee build for IC/sewers where it was ok, but it wasn't anywhere near as good as a traditional necro bomber and other classes were just flat out better for that melee playstyle (DK/plar/warden/NB). Outside of that, it was ok in PvE since it was a nice burst of damage against bosses despite its hefty 5400 mag cost.Ever since ZOS completely destroyed that ability in U35 though alongside the overnerf to sorcs that same patch that completely deleted magsorc as a playable class, it hasn't seen any real play.
It needs the target cap removed again or reduce its cost down to like 2500 to make it somewhat usable, but I won't be holding my breath for it with how many NBs troll these forums, who instantly jump onto anything that even remotely asks for sorcs to get anything that resembles QoL/buff/fix, screaming and crying about "streak OP" etc etc.
Turtle_Bot wrote: »Tyrant_Tim wrote: »Agreed, what it really comes down to in my opinion is the bar space problem, combined with the lack of Major and Minor Buffs that the class has.
You would think that the class that provides Minor Prophecy to the group would also have Major Prophecy somewhere tied to an ability in it’s kit.
Why does an ability that heals you on critical strikes give Major Sorcery instead of Prophecy?
They could take a look at Rune Prison and rework that into a heal or any of the other abilities not seeing any use in either PvE or PvP.
Like let’s be real here, when was the last time you’ve seen a Sorcerer use Daedric Minefield? That ability was a staple on Sorcerer year 1 and 2. Or how about the Clanfear? You just don’t see that pet anywhere other than a Sorc Tank and even then it’s unreliable.
Yeah, bar space has been such a massive pain point for sorcerer ever since the removal of the overload 3rd bar (which ZOS has still never compensated sorcs for even to this day and tbh I don't think they even realise what that change did to ruin sorcerer). Not only that, but sorcs main form of defense (shields) has been constantly nerfed into the ground, not just by numbers but via mechanical changes to its functionality as well.I wonder what NBs would say if they suddenly had their bar space reduced by 1/3. Only 3 active abilities and 1 ultimate per bar.
No class has had those kinds of nerfs done to them except sorcerer, hence why I have no sympathy for NBs who cry about the Elswyr patch. They got off insanely easy compared to the nerfs sorcerer has constantly received over the years and will continue to receive until ZOS decides to actually fix the class properly.
At this point crit surge should just give both buffs or just simply proc off dealing any damage, especially when you look at NB getting access to pretty much every single buff/debuff (both major and minor) in the game in their class kit and plenty of unique buffs/mechanics on top of that alongside strictly better versions of most of sorcs abilities and passives to boot. There's simply no reason the ability should not get that buff.
Yeah, rune prison needs a complete rework, as does encase, both skills are completely unplayable for both PvE and PvP. Encase especially, since it's not only completely useless in PvP thanks to all the free snare/immobilization immunity being given out, but it also actively hinders the tanks ability to pull and group up mobs in PvE by granting those mobs/adds CC immunity.I actually proposed a huge rework to sorcerers back in U36 (when they were really bottom of the barrel) including specifically for rune cage and encase (making rune cage into a DoT/HoT ability where defensive rune was a self HoT that stuns the next target that attacks you after a 2 seconds delay and rune prison was a single target sticky DoT that attempts to stun the target after a 2 second delay. Alongside this was a complete tidy up and update to sorcs passives and changing damage types of frags/curse to shock damage to better synergise with the class passives.
I included a lot of balances (including the option to remove the stun from streak now that rune cage was a reasonably viable stun) and the numbers were left out, but indicated to not exceed the standards ZOS already set out to not create balance issues, but as usual it got shouted down by all the NB mains that troll these forums despite never mentioning NB anywhere in the post or the title, they just simply appeared and harassed, baited and bashed the crap out of that thread until it got so heavily moderated I never bothered responding in it anymore.
Yep, the NBs trolling the forums successfully shut down any discussion about reworking/buffing the literal weakest class in the game at that time despite balance options being provided to not make it OP and by not doing anything to stop it, despite several reports being submitted, the mods just allowed it to continue and get completely out of hand.
So much for the forums being inclusive and friendly, it's only that way if you agree with everything the NBs say...
For Daedric minefield, it was used in U34 on a niche dark convergence build and a niche melee build for IC/sewers where it was ok, but it wasn't anywhere near as good as a traditional necro bomber and other classes were just flat out better for that melee playstyle (DK/plar/warden/NB). Outside of that, it was ok in PvE since it was a nice burst of damage against bosses despite its hefty 5400 mag cost.Ever since ZOS completely destroyed that ability in U35 though alongside the overnerf to sorcs that same patch that completely deleted magsorc as a playable class, it hasn't seen any real play.
It needs the target cap removed again or reduce its cost down to like 2500 to make it somewhat usable, but I won't be holding my breath for it with how many NBs troll these forums, who instantly jump onto anything that even remotely asks for sorcs to get anything that resembles QoL/buff/fix, screaming and crying about "streak OP" etc etc.
Using a set of dc, you could use mines with one button to remove half the life of one enemy. Of course, against the crowd, he worked worse, but anyway it was too greedy a combo in which you were beaten for 5 mines, the damage of which can be compared with a curse, but there were 5 of them. Also with mines there were other combos like pulling from a crossbow. The mines were nerfed for a reason. You still get a good skill whose damage is pretty good and you also immobilize. Many sorcerers created builds without this skill even when the sorcerer was not so nerfed. And this skill is much better than 90 percent of the skills that operate on earth.
The argument against this skill is that you can outrun this skill. Stupid argument if you put 5 mines in a narrow passage or you just kite around the mines. One way or another, you will have to walk through the mines and die from the fact that a curse and damage from 5 mines will fly to you. The damage from mines is not small.
In PvE content, you can place 3 mines under the boss every 6 seconds and deal damage like 3 crystal attacks. In fact, mine damage to a single target is superior to any skill in the game. Or am I wrong?
Turtle_Bot wrote: »I was comparing them because they were the most common skills being used to trigger the convergence bomb builds by the 2 classes.
If you want to compare non ultimate to non ultimate and ultimate to ultimate, fine, lets compare.
Necro had boneyard that had a synergy that deleted 3/4 of all enemies health in that area with 1 button press that also dealt a DoT and triggered dark convergence pulling everyone into it. Mines was limited to 3 targets unless the sorc put itself in extreme risk to set up the 5 mines. Boneyard also had 1/2 the cost to use than mines did despite having an AoE damage that was higher than mines and dealt all of its damage to all targets in its AoE. You could also take the other morph of boneyard that instead of the self synergy, inflicted MAJOR breach on all targets in its AoE. Both morphs of boneyard were also completely at range unlike the more damage morph of mines.
Negate deals minimal damage in PvP (like 1k per second on the damage morph) compared to colossus which I have gone through above. Negate also doesn't do anything to stamina builds and they can just ignore it too. Both negate and colossus cost 225 ultimate, so its not like negate was significantly cheaper to cast to make up for the extreme lack of damage it had.
It's not even comparable, necro was objectively the better bomber class by a large amount back then and was why sorc bomber was a super niche build that was rarely seen even in ball groups that abused that build like crazy.
Turtle_Bot wrote: »I have played bomb builds quite a lot, in fact as recently as last whitestrakes mayhem event where I used that exact build you described on my sorcerer with dark convergence back bar and 2 hand carve front bar with perfected dragonstar arena battle axe (for the bigger crit damage).
I also played a necro bomber back in U34 as part of a small scale with friends and it was ridiculously strong. Because I was part of a group I ran the breach morph of boneyard (my friend on the DK was the one running in for the synergy), but I have seen the self synergy used just as effectively and they were not hitting for 10k with the 60% buff they were getting from the harmony traits, it was much higher. You also only need to have 1 low health (or squishy) enemy in the AoE with the synergy to start the entire bomb chain reaction, with sorc bomber, you needed the mine to hit the low health (or squishy) target or the chain reaction would not start.
Turtle_Bot wrote: »Tyrant_Tim wrote: »Agreed, what it really comes down to in my opinion is the bar space problem, combined with the lack of Major and Minor Buffs that the class has.
You would think that the class that provides Minor Prophecy to the group would also have Major Prophecy somewhere tied to an ability in it’s kit.
Why does an ability that heals you on critical strikes give Major Sorcery instead of Prophecy?
They could take a look at Rune Prison and rework that into a heal or any of the other abilities not seeing any use in either PvE or PvP.
Like let’s be real here, when was the last time you’ve seen a Sorcerer use Daedric Minefield? That ability was a staple on Sorcerer year 1 and 2. Or how about the Clanfear? You just don’t see that pet anywhere other than a Sorc Tank and even then it’s unreliable.
Yeah, bar space has been such a massive pain point for sorcerer ever since the removal of the overload 3rd bar (which ZOS has still never compensated sorcs for even to this day and tbh I don't think they even realise what that change did to ruin sorcerer). Not only that, but sorcs main form of defense (shields) has been constantly nerfed into the ground, not just by numbers but via mechanical changes to its functionality as well.I wonder what NBs would say if they suddenly had their bar space reduced by 1/3. Only 3 active abilities and 1 ultimate per bar.
No class has had those kinds of nerfs done to them except sorcerer, hence why I have no sympathy for NBs who cry about the Elswyr patch. They got off insanely easy compared to the nerfs sorcerer has constantly received over the years and will continue to receive until ZOS decides to actually fix the class properly.
At this point crit surge should just give both buffs or just simply proc off dealing any damage, especially when you look at NB getting access to pretty much every single buff/debuff (both major and minor) in the game in their class kit and plenty of unique buffs/mechanics on top of that alongside strictly better versions of most of sorcs abilities and passives to boot. There's simply no reason the ability should not get that buff.
Yeah, rune prison needs a complete rework, as does encase, both skills are completely unplayable for both PvE and PvP. Encase especially, since it's not only completely useless in PvP thanks to all the free snare/immobilization immunity being given out, but it also actively hinders the tanks ability to pull and group up mobs in PvE by granting those mobs/adds CC immunity.I actually proposed a huge rework to sorcerers back in U36 (when they were really bottom of the barrel) including specifically for rune cage and encase (making rune cage into a DoT/HoT ability where defensive rune was a self HoT that stuns the next target that attacks you after a 2 seconds delay and rune prison was a single target sticky DoT that attempts to stun the target after a 2 second delay. Alongside this was a complete tidy up and update to sorcs passives and changing damage types of frags/curse to shock damage to better synergise with the class passives.
I included a lot of balances (including the option to remove the stun from streak now that rune cage was a reasonably viable stun) and the numbers were left out, but indicated to not exceed the standards ZOS already set out to not create balance issues, but as usual it got shouted down by all the NB mains that troll these forums despite never mentioning NB anywhere in the post or the title, they just simply appeared and harassed, baited and bashed the crap out of that thread until it got so heavily moderated I never bothered responding in it anymore.
Yep, the NBs trolling the forums successfully shut down any discussion about reworking/buffing the literal weakest class in the game at that time despite balance options being provided to not make it OP and by not doing anything to stop it, despite several reports being submitted, the mods just allowed it to continue and get completely out of hand.
So much for the forums being inclusive and friendly, it's only that way if you agree with everything the NBs say...
For Daedric minefield, it was used in U34 on a niche dark convergence build and a niche melee build for IC/sewers where it was ok, but it wasn't anywhere near as good as a traditional necro bomber and other classes were just flat out better for that melee playstyle (DK/plar/warden/NB). Outside of that, it was ok in PvE since it was a nice burst of damage against bosses despite its hefty 5400 mag cost.Ever since ZOS completely destroyed that ability in U35 though alongside the overnerf to sorcs that same patch that completely deleted magsorc as a playable class, it hasn't seen any real play.
It needs the target cap removed again or reduce its cost down to like 2500 to make it somewhat usable, but I won't be holding my breath for it with how many NBs troll these forums, who instantly jump onto anything that even remotely asks for sorcs to get anything that resembles QoL/buff/fix, screaming and crying about "streak OP" etc etc.
Aces-High-82 wrote: »[Snip]
Aces-High-82 wrote: »[Snip]
It doesn't work that way. I wrote that the skeleton archer is weak and you need to give him a buff. In the next patch, he was nerfed and the ghost too. After that, I wrote that the necromancer has nothing but synergy, but in the next patch, the synergy was also nerfed. I wrote a couple of times in topics about the sorcerer that he is very strong and the sorcerer received buffs. I do not understand something in this life.
Aces-High-82 wrote: »Aces-High-82 wrote: »[Snip]
It doesn't work that way. I wrote that the skeleton archer is weak and you need to give him a buff. In the next patch, he was nerfed and the ghost too. After that, I wrote that the necromancer has nothing but synergy, but in the next patch, the synergy was also nerfed. I wrote a couple of times in topics about the sorcerer that he is very strong and the sorcerer received buffs. I do not understand something in this life.
Nobody argues that Necro (pvp/except healer setups) ist at the very bottom but calling sorcs strong is ...lets say questionable. DK and NB are top dogs for having an reproducable health desync at their hands in addition to some weird reasoned amount of buffs and overloaded skills. Overload ist capable to desync too but it's random and running it as your ult is going to loose you some weapon passives while active. Plus you rely heavily on a hit'n run playstyle.
Aces-High-82 wrote: »Aces-High-82 wrote: »[Snip]
It doesn't work that way. I wrote that the skeleton archer is weak and you need to give him a buff. In the next patch, he was nerfed and the ghost too. After that, I wrote that the necromancer has nothing but synergy, but in the next patch, the synergy was also nerfed. I wrote a couple of times in topics about the sorcerer that he is very strong and the sorcerer received buffs. I do not understand something in this life.
Nobody argues that Necro (pvp/except healer setups) ist at the very bottom but calling sorcs strong is ...lets say questionable. DK and NB are top dogs for having an reproducable health desync at their hands in addition to some weird reasoned amount of buffs and overloaded skills. Overload ist capable to desync too but it's random and running it as your ult is going to loose you some weapon passives while active. Plus you rely heavily on a hit'n run playstyle.
Where did you get that adhered to this style? I used harmony gameplay but hit and run more than once. In fact, I've played around with various builds based on synergy. I've played gryphon, I've played dual wielding from tragonstar arena, I've played light staff from dragonstar arena and synergy. I have created many combinations based on synergy including the use of three synergies. The synergy provided a lot of interesting ways to play besides using a broken dc set. Why does my class have to be destroyed because of a broken set?? The sorcerer got nerfed one skill that was very rarely hoped for from sorcerers. But even after the nerf, the mines deal 4-5 thousand damage. But now the synergy deals damage 3000 times every 20 seconds. Is honest just do?
Why, after a nerf, mines do adequate damage and immobilize the enemy, when, as a necromancer synergy, it only deals damage once every 20 seconds and deals 3000 damage?
Aces-High-82 wrote: »Aces-High-82 wrote: »[Snip]
It doesn't work that way. I wrote that the skeleton archer is weak and you need to give him a buff. In the next patch, he was nerfed and the ghost too. After that, I wrote that the necromancer has nothing but synergy, but in the next patch, the synergy was also nerfed. I wrote a couple of times in topics about the sorcerer that he is very strong and the sorcerer received buffs. I do not understand something in this life.
Nobody argues that Necro (pvp/except healer setups) ist at the very bottom but calling sorcs strong is ...lets say questionable. DK and NB are top dogs for having an reproducable health desync at their hands in addition to some weird reasoned amount of buffs and overloaded skills. Overload ist capable to desync too but it's random and running it as your ult is going to loose you some weapon passives while active. Plus you rely heavily on a hit'n run playstyle.