StaticWave wrote: »sunshineflame wrote: »This dude pvps on the forums more than in game
Because I’ve played it long enough and don’t find as much enjoyment logging on anymore? Why does that matter to you lol
Duke_Falcon wrote: »StaticWave wrote: »sunshineflame wrote: »This dude pvps on the forums more than in game
Because I’ve played it long enough and don’t find as much enjoyment logging on anymore? Why does that matter to you lol
Wait a minute. Your advocating for change in a game you don't log into anymore?
Duke_Falcon wrote: »StaticWave wrote: »sunshineflame wrote: »This dude pvps on the forums more than in game
Because I’ve played it long enough and don’t find as much enjoyment logging on anymore? Why does that matter to you lol
Wait a minute. Your advocating for change in a game you don't log into anymore?
Bushido2513 wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »MashmalloMan wrote: »CameraBeardThePirate wrote: »It's wild that they took the most OP part of Arcanist's kit (Impervious), removed the crux requirement, and slapped it on Mag Sorc with mag scaling.
At least Arcs have to stack health and have 3 crux to make Impervious busted.
They're not exactly 1:1.
Impervious Runeward has 2 shields + the heal that stacks based on crux spent (also deals magic damage to an attacker and Arc has a shield scaling passive). I'd have to see 2 builds optimized for their versions of the shield, but based on the tooltip alone, Impervious looks like it scales the heal and upfront shield higher, with the 2nd shield lower. Obviously they have to go for health instead of mag, but that has its own pro's/con's.
Based on what @Turtle_Bot showed, the 65k mag build they attempted had terrible sustain, crit, and pen. I feel like they would constantly be running away or heavy attacking, with very little actual kill potential.
I think what will happen is more well rounded builds like Static showed, but they're still giving up some of the most broken sets right now to do it.
Idk, I don't play mag Sorc in pvp or ESO lately at all to comment properly, I just find it hard to believe a 3-5k heal proc is going to make a gigantic difference when Sorc has been complaining about shields being outdated for 5 years? I'd like some Mag Sorc mains to comment on it.
They are magsorc mains xD. Time will tell when everyone switches to sorc, and the problem becomes more noticeable.
They literally are on pts every day testing. I trust static 1000%.
I have no doubt that Statics limited testing is authentic but it still needs to be seen as just that, limited. Drawing conclusions on pieces of the picture will possibly yield incomplete conclusions.
There's just no way to see the full picture on this one.
Does it matter though? I’m not sure why we need to wait for everyone to test this skill before making any adjustment. Like say hypothetically, I’m barely an average player on the live server and my shield uptime is relatively low at 50%. I take a burst combo and drop to 20% HP. Let’s say I cast Ward 3 times. Because I’m not mechanically good, I forget to weave other abilities and light attacks in between to proc Surge and heal up. I eventually die.
What’s going to happen with the new change is instead of being punished for my mistakes. I can cast ward 3 times at 20% HP, gain 4k non crit heal per cast, and instantly get back to full HP. With 13.5k ward that can be spammed, there’s no shot i’m dying.
The point is, it doesn’t require extensive testing to see why its broken when stacked with 50k+ max mag. New Hardened Ward makes playing defensive SUPER easy, and anybody can tank next patch, even the ppl with low shield up time. The ones with 90%+ shield up time won’t die unless they make a mistake that you can capitalize on or fight someone with 6-7k DPS. 6-7k DPS will kill ANY class on the live server. Do you want another tank class? I hope not.
Ok geez so here we go.
What I'm saying is this. You can't test what people will do to adapt to the situation using new sets, old sets, changes to status effects, etc. Just do the math for a sec and understand that when everyone gets access there may be ways to build to counter your build that you might not be seeing and maybe they will just zerg down sorcs on sight?
So as evidence of this I present Arcanist. It's busted we all know it. Did people stop playing the game? No. If you see an arcanist you either leave it alone and move on or you gang up and kill it.
My point is that yes this sorc build you're presenting sounds strong and probably is in the 1v1 but ZOS does not care about the 1v1 so it's not relevant.
I'm just going to say it again, the build you're presenting is not unkillable, nobody in this game is unkillable, yeah you'll get kills and it might be hard for 1 person to deal with you but that's why we have zergs and groups which is really what this game encourages.
'
And yes the build has ranged damaged but anyone in this game can build around it. I can think of a build for any class where I won't die to the build you're posting with relative ease. Sure I won't have much damage but again that's what group play is for.
So at the end of the day yes the build is interesting in a 1v1 which doesn't matter. In a group setting yes you can kite and throw out ranged damage but if a zerg wants to kill you bad enough they will. Or you'll run and live and that's fine in my book.
So to wrap that all up there just isn't a way to test everything that will happen on live because you don't have nearly enough diversity and sample group to test with. And I've already said if it was a higher number heal I might be on board but ZOS to their credit picked a number I can't easily argue for or against. Likely done on purpose.
If this game was geared towards 1v1 then your testing would absolutely be rock solid and I'd have to agree but it isn't and you can't really test the alternative so yes you have some math but it's incomplete when we take into account the intended content this change will go into.
So basically, I'm just hearing *Static your wrong, a zerg can kill you* . With that logic then yes a zerg can kill a 70k hp 50k resistance perma block tank too. It just happens. Zos doesn't care about the zergs eithers. Or they would nuke cross healing again.
You are better off just saying what I said. Zos doesn't care about PvP feedback in general. It has to be something that is literally broken. Like the combat bug still hasn't been patched.
Yet my bro Gopher, submitted a ticket about a new Radiant Apex mount having an animation bug, and they fixed it right away.
Did you read what you just said? That's my point, they don't nuke cross healing and therefore encourage you to gang up.
In this game you will always be at your most powerful in a group by a factor that shouldn't even exist in this game. There are so many shared buffs and heals that but ZOS does encourage that because you know what general pop likes, is being able to feel like they are engaging in a war. Getting run down by several players or losing to an overpowered spec or even a better player isn't fun and attractive to new players. So ZOS encourages group play in that a new player will feel safer and more engaged even if it is their buddy keeping them in the fight the whole time.
You can go back through previous videos of youtubers and almost track the decline of 1vx. ZOS likes to encourage group dynamics because it keeps you more engaged to be social and playing the game. It's actually not the worst idea it's just the the implementation sucks when you have several people on the field that are getting heals and are tanky and you're getting hand cramps going through your rotation watching their health not move while you as well don't die because you're getting heals.
Bottom line group play is better for the life of the game. 1v1 isn't bad at all but has more potential to turn off new or existing players when it goes bad. Xv1 really sends new players running for the hills which brings us in some part to the tank meta and being encouraged to group up.
At this point there are several builds and specs you just aren't killing without help and thus back to being encouraged to group!
Bushido2513 wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »MashmalloMan wrote: »CameraBeardThePirate wrote: »It's wild that they took the most OP part of Arcanist's kit (Impervious), removed the crux requirement, and slapped it on Mag Sorc with mag scaling.
At least Arcs have to stack health and have 3 crux to make Impervious busted.
They're not exactly 1:1.
Impervious Runeward has 2 shields + the heal that stacks based on crux spent (also deals magic damage to an attacker and Arc has a shield scaling passive). I'd have to see 2 builds optimized for their versions of the shield, but based on the tooltip alone, Impervious looks like it scales the heal and upfront shield higher, with the 2nd shield lower. Obviously they have to go for health instead of mag, but that has its own pro's/con's.
Based on what @Turtle_Bot showed, the 65k mag build they attempted had terrible sustain, crit, and pen. I feel like they would constantly be running away or heavy attacking, with very little actual kill potential.
I think what will happen is more well rounded builds like Static showed, but they're still giving up some of the most broken sets right now to do it.
Idk, I don't play mag Sorc in pvp or ESO lately at all to comment properly, I just find it hard to believe a 3-5k heal proc is going to make a gigantic difference when Sorc has been complaining about shields being outdated for 5 years? I'd like some Mag Sorc mains to comment on it.
They are magsorc mains xD. Time will tell when everyone switches to sorc, and the problem becomes more noticeable.
They literally are on pts every day testing. I trust static 1000%.
I have no doubt that Statics limited testing is authentic but it still needs to be seen as just that, limited. Drawing conclusions on pieces of the picture will possibly yield incomplete conclusions.
There's just no way to see the full picture on this one.
Does it matter though? I’m not sure why we need to wait for everyone to test this skill before making any adjustment. Like say hypothetically, I’m barely an average player on the live server and my shield uptime is relatively low at 50%. I take a burst combo and drop to 20% HP. Let’s say I cast Ward 3 times. Because I’m not mechanically good, I forget to weave other abilities and light attacks in between to proc Surge and heal up. I eventually die.
What’s going to happen with the new change is instead of being punished for my mistakes. I can cast ward 3 times at 20% HP, gain 4k non crit heal per cast, and instantly get back to full HP. With 13.5k ward that can be spammed, there’s no shot i’m dying.
The point is, it doesn’t require extensive testing to see why its broken when stacked with 50k+ max mag. New Hardened Ward makes playing defensive SUPER easy, and anybody can tank next patch, even the ppl with low shield up time. The ones with 90%+ shield up time won’t die unless they make a mistake that you can capitalize on or fight someone with 6-7k DPS. 6-7k DPS will kill ANY class on the live server. Do you want another tank class? I hope not.
Ok geez so here we go.
What I'm saying is this. You can't test what people will do to adapt to the situation using new sets, old sets, changes to status effects, etc. Just do the math for a sec and understand that when everyone gets access there may be ways to build to counter your build that you might not be seeing and maybe they will just zerg down sorcs on sight?
So as evidence of this I present Arcanist. It's busted we all know it. Did people stop playing the game? No. If you see an arcanist you either leave it alone and move on or you gang up and kill it.
My point is that yes this sorc build you're presenting sounds strong and probably is in the 1v1 but ZOS does not care about the 1v1 so it's not relevant.
I'm just going to say it again, the build you're presenting is not unkillable, nobody in this game is unkillable, yeah you'll get kills and it might be hard for 1 person to deal with you but that's why we have zergs and groups which is really what this game encourages.
'
And yes the build has ranged damaged but anyone in this game can build around it. I can think of a build for any class where I won't die to the build you're posting with relative ease. Sure I won't have much damage but again that's what group play is for.
So at the end of the day yes the build is interesting in a 1v1 which doesn't matter. In a group setting yes you can kite and throw out ranged damage but if a zerg wants to kill you bad enough they will. Or you'll run and live and that's fine in my book.
So to wrap that all up there just isn't a way to test everything that will happen on live because you don't have nearly enough diversity and sample group to test with. And I've already said if it was a higher number heal I might be on board but ZOS to their credit picked a number I can't easily argue for or against. Likely done on purpose.
If this game was geared towards 1v1 then your testing would absolutely be rock solid and I'd have to agree but it isn't and you can't really test the alternative so yes you have some math but it's incomplete when we take into account the intended content this change will go into.
So basically, I'm just hearing *Static your wrong, a zerg can kill you* . With that logic then yes a zerg can kill a 70k hp 50k resistance perma block tank too. It just happens. Zos doesn't care about the zergs eithers. Or they would nuke cross healing again.
You are better off just saying what I said. Zos doesn't care about PvP feedback in general. It has to be something that is literally broken. Like the combat bug still hasn't been patched.
Yet my bro Gopher, submitted a ticket about a new Radiant Apex mount having an animation bug, and they fixed it right away.
Did you read what you just said? That's my point, they don't nuke cross healing and therefore encourage you to gang up.
In this game you will always be at your most powerful in a group by a factor that shouldn't even exist in this game. There are so many shared buffs and heals that but ZOS does encourage that because you know what general pop likes, is being able to feel like they are engaging in a war. Getting run down by several players or losing to an overpowered spec or even a better player isn't fun and attractive to new players. So ZOS encourages group play in that a new player will feel safer and more engaged even if it is their buddy keeping them in the fight the whole time.
You can go back through previous videos of youtubers and almost track the decline of 1vx. ZOS likes to encourage group dynamics because it keeps you more engaged to be social and playing the game. It's actually not the worst idea it's just the the implementation sucks when you have several people on the field that are getting heals and are tanky and you're getting hand cramps going through your rotation watching their health not move while you as well don't die because you're getting heals.
Bottom line group play is better for the life of the game. 1v1 isn't bad at all but has more potential to turn off new or existing players when it goes bad. Xv1 really sends new players running for the hills which brings us in some part to the tank meta and being encouraged to group up.
At this point there are several builds and specs you just aren't killing without help and thus back to being encouraged to group!
Group play is definitely not better for the game, especially when the population is already so low that is difficult to get enaugh players for a group, at offhours often the whole faction has not enaugh players for one group and sometimes it seems like I am the only player of my faction in Cyrodiil. A few years ago when PuG groups(„Type lfg for group“) were common it wouldn‘t have been so bad but now often you cant join a group and you also cant play solo, so you can‘t play Cyrodiil or IC at all (except you like getting zerged again and again) and better leave this zone. I am not sure if the number of players that leave because of group PvP bigger than those who join, but it definitely doesn’t make PvP better. What is happening in Cyrodiil nowadays isn‘t competitive PvP but Zergs farming solo players and avoiding each other. Cyrodiil is now dominated by players who run from 1v1, but attack you if they outnumber you. ZOS shouldnt remove solo players from Cyrodiil if they already have to few players. Solo pvp also requires less players than group pvp and there are few players in Cyrodiil.
Duke_Falcon wrote: »If your logging in and not enjoying it. I hope you work for ZoS and are at least getting paid. lol
I feel ya, the current state that Sorc was been in for the last couple years has been pretty discouraging.
StaticWave wrote: »Duke_Falcon wrote: »If your logging in and not enjoying it. I hope you work for ZoS and are at least getting paid. lol
I feel ya, the current state that Sorc was been in for the last couple years has been pretty discouraging.
Lolol. The only thing I find enjoyable in the game now is theory-crafting and testing new builds. Even that can be boring sometimes because the power disparity between sets are too much that I’m left with no option but to pick the obvious choice.
StaticWave wrote: »Problem with adding a cap to this heal is that it's yet another limitation on a sorc kit that is full of specific limitations and drawbacks with main ones being:
-dark deal, cast time and capped heal value
-streak, ramping cost
-shields- outdated scaling and capped values
-pets, taking two slots and being killable
There are also more universal drawbacks like general lack of usefull secondary effects on many abilities and some counterintuitive features like for example crit surge requiring crit dmg on a class that lacks sticky DoTs and major prophecy/savagery in it's kit.
Do I think that heal on shield is broken? Yes, but the think is we got to the point where in order for a class to be competitive in PvP it requires broken features without drawbacks.
Well I think it’s more healthy to have 3-4 skills that aren’t broken on their own and only when combined to carry the class, rather than 1 skill that’s so broken it carries the class. At least then you have a strong argument against nerfing all of those skills, whereas its pretty to just say “hey hardened ward is too strong let’s nerf it”
I’d rather have Surge and Dark Deal buffed to the point that Hardened Ward only requires a minor change like Interrupt Immunity to make the class strong.
What's even more tiring is the fact that ZOS continues to "listen" to these players.StaticWave wrote: »I've literally warned about this since 1ST DAY OF PTS and a bunch of people opposed my concern. Guess what's happening on live? Sorcs are literally unkillable while doing extremely high burst. Man what is even the point of PTS when people who don't participate in PTS testing can just argue with you without any evidence to support their claim lol
i switched from stam/hybrid to mag sorc yesterday and although i've never played the setup like this before and also played without shields for ages, it was much easier to survive. the heal is already very strong. especially the 10% + mag/stam res ontop are extremely strong, even if the hit points are already missing.
in terms of balance, i think it would have made more sense to implement a HOT instead of the heal.
StaticWave wrote: »Patched dropped and Sorcs take forever to die. Shouldved reverted the change lol
StaticWave wrote: »Patched dropped and Sorcs take forever to die. Shouldved reverted the change lol
Duke_Falcon wrote: »StaticWave wrote: »Patched dropped and Sorcs take forever to die. Shouldved reverted the change lol
I agree, all classes should be just as easy to kill as Mag Sorcs were pre-patch. Lets make this balanced.
StaticWave wrote: »Duke_Falcon wrote: »StaticWave wrote: »Patched dropped and Sorcs take forever to die. Shouldved reverted the change lol
I agree, all classes should be just as easy to kill as Mag Sorcs were pre-patch. Lets make this balanced.
Of course, I'm all for that, but at the moment mag sorc has both tankiness and unmatched mobility with Streak. Refusing to see this is refusing to see balance.
Duke_Falcon wrote: »StaticWave wrote: »Duke_Falcon wrote: »StaticWave wrote: »Patched dropped and Sorcs take forever to die. Shouldved reverted the change lol
I agree, all classes should be just as easy to kill as Mag Sorcs were pre-patch. Lets make this balanced.
Of course, I'm all for that, but at the moment mag sorc has both tankiness and unmatched mobility with Streak. Refusing to see this is refusing to see balance.
Everyone can slot Elusive Mist and have the same mobility. Will they have bar space issues? I hope so, so that they can embrace the same problems and balance of the Mag Sorc.
Duke_Falcon wrote: »StaticWave wrote: »Duke_Falcon wrote: »StaticWave wrote: »Patched dropped and Sorcs take forever to die. Shouldved reverted the change lol
I agree, all classes should be just as easy to kill as Mag Sorcs were pre-patch. Lets make this balanced.
Of course, I'm all for that, but at the moment mag sorc has both tankiness and unmatched mobility with Streak. Refusing to see this is refusing to see balance.
Everyone can slot Elusive Mist and have the same mobility. Will they have bar space issues? I hope so, so that they can embrace the same problems and balance of the Mag Sorc.
PvP has become super disgusting with the sorcerers just jumping and moving everywhere with a big shield and heal... This is super disgusting to play against and as a main templar this is a joke. Literally play templar against a sorc feels like you don't do anything.
Sorcs have the best mobility with an unblockable stun, a big self heal/shield better than templar one and in top of that an awesome damage because now they are free to build in more damage because of the buff on the shield.
Absolute joke ZOS
StaticWave wrote: »Duke_Falcon wrote: »StaticWave wrote: »Duke_Falcon wrote: »StaticWave wrote: »Patched dropped and Sorcs take forever to die. Shouldved reverted the change lol
I agree, all classes should be just as easy to kill as Mag Sorcs were pre-patch. Lets make this balanced.
Of course, I'm all for that, but at the moment mag sorc has both tankiness and unmatched mobility with Streak. Refusing to see this is refusing to see balance.
Everyone can slot Elusive Mist and have the same mobility. Will they have bar space issues? I hope so, so that they can embrace the same problems and balance of the Mag Sorc.
They can have the same mobility, but they won't be able to run sub 24k HP with everything into damage and still have the same tankiness. Sorc can, and that's been proven on live already. If you defend this, you are defending a broken aspect of the class, and you are no different than the NB mains defending Cloak.
Duke_Falcon wrote: »StaticWave wrote: »Duke_Falcon wrote: »StaticWave wrote: »Duke_Falcon wrote: »StaticWave wrote: »Patched dropped and Sorcs take forever to die. Shouldved reverted the change lol
I agree, all classes should be just as easy to kill as Mag Sorcs were pre-patch. Lets make this balanced.
Of course, I'm all for that, but at the moment mag sorc has both tankiness and unmatched mobility with Streak. Refusing to see this is refusing to see balance.
Everyone can slot Elusive Mist and have the same mobility. Will they have bar space issues? I hope so, so that they can embrace the same problems and balance of the Mag Sorc.
They can have the same mobility, but they won't be able to run sub 24k HP with everything into damage and still have the same tankiness. Sorc can, and that's been proven on live already. If you defend this, you are defending a broken aspect of the class, and you are no different than the NB mains defending Cloak.
Everyone needs to drop from 40k HP and put some damage in their builds. 24k HP on a Sorc even now and your an insta kill for any decent nightblade. Acting like 24k HP on a Sorc is Meta is an exageration, thats extemely low HP. 28-29k is a safe threshold for Sorc, maybe 27k if your being risky.
Duke_Falcon wrote: »StaticWave wrote: »Duke_Falcon wrote: »StaticWave wrote: »Duke_Falcon wrote: »StaticWave wrote: »Patched dropped and Sorcs take forever to die. Shouldved reverted the change lol
I agree, all classes should be just as easy to kill as Mag Sorcs were pre-patch. Lets make this balanced.
Of course, I'm all for that, but at the moment mag sorc has both tankiness and unmatched mobility with Streak. Refusing to see this is refusing to see balance.
Everyone can slot Elusive Mist and have the same mobility. Will they have bar space issues? I hope so, so that they can embrace the same problems and balance of the Mag Sorc.
They can have the same mobility, but they won't be able to run sub 24k HP with everything into damage and still have the same tankiness. Sorc can, and that's been proven on live already. If you defend this, you are defending a broken aspect of the class, and you are no different than the NB mains defending Cloak.
Everyone needs to drop from 40k HP and put some damage in their builds. 24k HP on a Sorc even now and your an insta kill for any decent nightblade. Acting like 24k HP on a Sorc is Meta is an exageration, thats extemely low HP. 28-29k is a safe threshold for Sorc, maybe 27k if your being risky.
[
It is really not that strong, and even to remotely make it a useful heal, you are doling out the same levels of mediocre damage you were dealing pre-patch.