Tyrant_Tim wrote: »Has anyone had a chance to try both of the new Sorc skills under pressure?
How are they adding up?
Daedric Mines:
- Not a bad change for this skill. It's going to have some nice group utility or give a sorc the potential to maybe refresh a shield once or twice in the heat of battle. The fact that it has the cooldown of 2 seconds per target and that the shields cannot be stacked keeps this balanced. Nice group utility, good for what it does. Not something that would fit my playstyle, but it is nice to see it there as an option for sorcerers to support their groups (or give sorcerer tanks a new unique tool to utilize).
Tyrant_Tim wrote: »Glad to hear that you’re enjoying the two new changes, and the Conjured Ward one, @Turtle_Bot!
I’ve been keeping an eye out on the Sorc changes because I’ve been meaning to get a good PvP one set up finally, and all of my Sorc friends love the new changes, next patch might be the time to do so.
Turtle_Bot wrote: »Tyrant_Tim wrote: »Glad to hear that you’re enjoying the two new changes, and the Conjured Ward one, @Turtle_Bot!
I’ve been keeping an eye out on the Sorc changes because I’ve been meaning to get a good PvP one set up finally, and all of my Sorc friends love the new changes, next patch might be the time to do so.
I might even try to bring back a version of my old melee magsorc again, to see how that goes. It could be a lot of fun with these changes giving it the ability to actually fight in melee combat with the other classes without being forced to constantly run away all the time, real battle mage style.
Please do something with NB surprise attack morph of veild strike to make it more viable in stamblade PVE. Also would like to see some staves buffs because at this point they fall way to far behind other weapons
Please do something with NB surprise attack morph of veild strike to make it more viable in stamblade PVE. Also would like to see some staves buffs because at this point they fall way to far behind other weapons
ssewallb14_ESO wrote: »I just in general wish you guys would have more respect for people's playstyles and consider that this is a 10 year old game and many have found ways to "play as you want" for years at this point. Nerfing something players love and completely deleting it from the game are on an entirely different scale and frankly not consistent with the game's supposed design philosophy. It's literally a 180 from play how you want, it's "no, you can't play that way anymore."
Case and point Tormentor:
Is this overperforming? No. You give up an entire 5pc support set to do something that could be done without it. Support sets generate far more group damage than individual sets, so it's worse than giving up any other kind of set. This is why literally no high end group runs this set.
Does this improve the game for anyone? No. Templar lost their one good control option. An accessibility option is gone. A good set for dungeon finder pugs that's that are a little less experienced and coordinated is gone, you lost some tanks that would be willing to queue, me included.
If you can't answer yes to at least one of the above, then please please please just leave it alone. It just leaves me with this feeling of "what's next" that just makes me not want to load up the game. My Warden ice tank has decent control, will that get removed too? Maybe ice will be slippery and give major expedition next patch instead of snares, who knows.
This has been a general trend through out the game's history that has escalated over the last few years. Overall balance has vastly improved since the early days. I just think at this point it's time to stop, leave playstyles alone, work on tweaking outliers. Make the game better and stop fixing what isn't broken.