Turtle_Bot wrote: »xylena_lazarow wrote: »No, shields aren't heals. Shields are preloaded mitigation that can be used both proactively and reactively. That's massively powerful and massively different from what things like Coag Blood or Healthy Offering do. The intended balance was that shields can preload but thus recover worse, while burst heals can't preload but they recover much better.But a 14-16k "heal" is not out of line and I think rather balanced
Ward both preloads and recovers. Proactive and reactive in a single bar slot, spammable, unconditional. No drawback.
This argument went out the window when block mitigation was allowed to be utilized at insane values alongside burst heals.
Block casting burst heals completely nullifies this argument because up to 98% mitigation is always going to be significantly more effective than a shield that can (at max) get 50% mitigation, but still takes all the damage anyway. Even a more average block mitigation of 70% (as I put forward in my calcs earlier) still achieves insane effective health per second that is more than comparable with what ward can provide, especially once you remove 5-10% off the peak of wards and change that to raw damage (that buffs heals).
Major_Toughness wrote: »Turtle_Bot wrote: »xylena_lazarow wrote: »No, shields aren't heals. Shields are preloaded mitigation that can be used both proactively and reactively. That's massively powerful and massively different from what things like Coag Blood or Healthy Offering do. The intended balance was that shields can preload but thus recover worse, while burst heals can't preload but they recover much better.But a 14-16k "heal" is not out of line and I think rather balanced
Ward both preloads and recovers. Proactive and reactive in a single bar slot, spammable, unconditional. No drawback.
This argument went out the window when block mitigation was allowed to be utilized at insane values alongside burst heals.
Block casting burst heals completely nullifies this argument because up to 98% mitigation is always going to be significantly more effective than a shield that can (at max) get 50% mitigation, but still takes all the damage anyway. Even a more average block mitigation of 70% (as I put forward in my calcs earlier) still achieves insane effective health per second that is more than comparable with what ward can provide, especially once you remove 5-10% off the peak of wards and change that to raw damage (that buffs heals).
How big of a shield do you get on your build? With 52k Health and SnB.
This is an insane thread. The amount of bad faith arguing and/or lack of game balance understanding from these sorc apologists is absurd.
It seems like an exercise in futility engaging with people who are defending Hardened Ward when they're approaching it from places like:
- not having touched the game client where this change is active
- running suboptimal builds with 40k or less max magicka and stating that the ability does not feel like it's generally overperforming
- citing Kill Counter % class kill/death distribution breakdowns like it has any kind of statistical relevance to game balance
- stating that other classes are overtuned in some capacity, so Hardened Ward is fine in its current iteration
- having a severe inability to provide or even interpret general combat data
- playing the game in such a way that individual class overperformance cannot be immediately understood and/or cannot be leveraged
- pretending that Streak does not exist
- "trust me, bro, I'm a sorc"
What a joke
In competitive Pokemon, if you meet and post a minimum ELO you get to vote on the ban they're currently testing.StaticWave wrote: »“People who claim something but don’t have any concrete evidence to support their claims, yet still refute other people’s arguments, should not participate in balance discussions”
Nice summary[*] citing Kill Counter % class kill/death distribution breakdowns like it has any kind of statistical relevance to game balance
What a joke
StaticWave wrote: »Major_Toughness wrote: »Turtle_Bot wrote: »xylena_lazarow wrote: »No, shields aren't heals. Shields are preloaded mitigation that can be used both proactively and reactively. That's massively powerful and massively different from what things like Coag Blood or Healthy Offering do. The intended balance was that shields can preload but thus recover worse, while burst heals can't preload but they recover much better.But a 14-16k "heal" is not out of line and I think rather balanced
Ward both preloads and recovers. Proactive and reactive in a single bar slot, spammable, unconditional. No drawback.
This argument went out the window when block mitigation was allowed to be utilized at insane values alongside burst heals.
Block casting burst heals completely nullifies this argument because up to 98% mitigation is always going to be significantly more effective than a shield that can (at max) get 50% mitigation, but still takes all the damage anyway. Even a more average block mitigation of 70% (as I put forward in my calcs earlier) still achieves insane effective health per second that is more than comparable with what ward can provide, especially once you remove 5-10% off the peak of wards and change that to raw damage (that buffs heals).
How big of a shield do you get on your build? With 52k Health and SnB.
Lol just saw a screenshot of Turtle Bot on 52k HP and SnB in a discord. Must be 14k ward I bet lol
Honestly I don't see any reason why this is a thing at all and what's so funny about 52K health?Turtle_Bot wrote: »It is absolutely a pain in the proverbial to take down in a 1v1 (and most didn't bother trying, or ran a couple rotations then moved on)
No, because that's not how those sets or builds work, if it's a "struggle" for you to stay alive against limited range tethers when you have Streak, I don't know what to tell you. It undermines your entire post.TheTruestKing wrote: »Can someone proc way of fire master dw and vate staff with zaan and go watch an episode of their favorite TV show while I struggle to stay alive.
Ward is too strong to need anything else attached, and Sorc does NOT need more healing. Sorc is already a strong HoT class but many players don't seem to understand how to activate Surge, so maybe Surge should just be a normal HoT instead of the weird crit lifesteal thing they have going. I'll stand by adding the passive double bar major crit buff to Sorc's kit as the best solution, it still buffs the class, and now everyone who wanted a burst heal on their Sorc has room to slot one.Turtle_Bot wrote: »As I said in response to the changes put forward for ward by Xylena (who actually took the time to give reasonings and what the ideal outcomes/impacts of what those changes would achieve, which I appreciate a lot), I'd be happy to test out switching the burst heal to a HoT, but sorc would need something to account for this change (as was mentioned, major prophecy somewhere in the class kit).
xylena_lazarow wrote: »No, because that's not how those sets or builds work, if it's a "struggle" for you to stay alive against limited range tethers when you have Streak, I don't know what to tell you. It undermines your entire post.TheTruestKing wrote: »Can someone proc way of fire master dw and vate staff with zaan and go watch an episode of their favorite TV show while I struggle to stay alive.
Well I never said anything that you quoted so there's nothing that undermines my post. :-p. It's ok to disagree but in duels streaking was not an option because that setup you mention is a dueling build. Just remember it's just a game. There's no reason to get emotional. We are not the developers. Rebuttals to each others post means nothing. I'm not here to change your mind and you're not here to change mine. This a feedback post and all are welcomed here reguardless of skill level, vet status, etc... to give there insight as to what they think about the change. What I said is my perspective from a 10000 hour sorc main.
StaticWave wrote: »StaticWave wrote: »@StaticWave
So I talked to Felon about these duels, he said the ones you listed were straight DPS parses and not a real fight so I don't think there is anything TOO insane there, going full defensive in a fight isn't an issue. Also id like to clarify this was done with a ward scaling off of 36k~ health like you said... Which is not a strong ward, I wish you would have listed the values for the ward but with the heal being 3-5k (with really high crit healing AND major vitality) and I imagine a 9.5k ward with major Vitality (from monster set) maybe that's a 10.5k ward (you can confirm or I can mimic it to see).
But a 14-16k "heal" is not out of line and I think rather balanced... Its when it's reaching 20k for one button that it's a problem.
So what's this trying to prove? 36k health gives a lot of room for error and buffer time to heal. And ward at those numbers isn't out of line. Vigor and crit surge was 30% of your healing so it couldn't be done without those.
At the end of the day I'm not saying ward is balanced (at the upper ranges) because it isn't. But what you showed is not an overperforming ward at all. Felon also said you had duels where it was a real fight, you were putting up 3.5k~ DPS to his 7.5k~ at the time. He said you guys stalemated. Assuming you were using the same setup as above you'd have had blood magic, crit surge, vigor, malubeth, and a mediocre version of ward. So far from "just using ward" and not an accurate representation of what ward is able to absorb.
I'm not involved in the dueling community so I'm not going to pretend I know every stat about it. But the test you put up is no different than U40 Ward (about 15k ward size versus 11k + 4k heal) and seems like an exaggeration of what ward is actually doing.
Fe7on talking about a potential ban on Ward for his dueling tourney
@StaticWave
And I would agree. Hardened Ward in a 1v1 is broken (depending on the build). We've been saying this since the beginning of this thread. And I don't even think anyone has disagreed on that stance. It renders pressure builds useless and can only kill a top tier Sorcs by 100-0 him. Which can really only be done by other Sorcs and Nightblades.
What I've also said is outside of 1v1 is where it loses it's strength. It remains the worst scaling form of defense in the game. Block casting mitigates a % of ALL incoming blockable damage, dodge rolling mitigates ALL dodgeable attacks.
Hardened Ward mitigates EXACTLY X(~15-20k) value. No more no less. So yes for the 4k health it offers, block casting will mitigate damage to that, but the other 13k is wasted stamina/magicka.
Sorcs are in a "balanced" spot in 1vX and an overpowered spot in 1v1. Really what I feel it comes down to.
And I say "balanced" because I don't agree that Sorcs should be tanky, have great burst and have a super mobile kit. But I'd also like to point out that Sorc burst has been buffed for like 3-4 straight patches. Minor berserk/minor force, bound Aegis on both bars, and 10% more magicka.
@Jsmalls
I have another counter argument for you regarding block casting a burst heal and shielding:
Don’t you think that with the current Ward, block casting a burst heal is worse because you are cutting off your regen, possibly also losing stam via block cost, and still losing almost as much magicka because burst heals are expensive?
Nothing wrong with passion for the game, but there's definitely something wrong if you think you can't Streak in a 1v1, especially after playing the class for 10,000 hours...TheTruestKing wrote: »in duels streaking was not an option because that setup you mention is a dueling build. Just remember it's just a game. There's no reason to get emotional.
Activate lifesteal hots, hold block on your back bar ice staff, press Vigor then Streak twice. This is a very strong defense tactic that Sorcs have been able to use for years and still can. To make this even more bizarre, Bound Aegis is one of the strongest block buffs in the game. I also explained block-shielding to you in an earlier post, have you tried it yet?look at EVERY classes healing potential when it comes to block casting
I sure hope not, Streak is class identity and why I loved playing Sorc, big dumb face tank heals is not what Sorc is about.TechMaybeHic wrote: »Maybe that's what will happen. Streak will be slowed down to be closer to mist form with a stun
xylena_lazarow wrote: »I sure hope not, Streak is class identity and why I loved playing Sorc, big dumb face tank heals is not what Sorc is about.TechMaybeHic wrote: »Maybe that's what will happen. Streak will be slowed down to be closer to mist form with a stun
StaticWave wrote: »Galeriano2 wrote: »StaticWave wrote: »
So where are all these sorcs dominating PvP? When DK was overbuffed few patches ago I could feel this immidiately, same goes for nb, but with magsorc despite becoming supposedly so OP after over 2 weeks since patch release I don't see it. Sure magsorcs on average got sturdier but that was the point of whole patch. I still fail to meet some unkillable ultra high hitting sorcs 1vXing in PvP which is what I would consider OP. In BGs they die like every other class, some good players perform decently but average ones are still average. At worst they will be just crutching on shield spam but in 2024 seeing someone crutching on easy defenses is really not something new. And those who crutch on shields usually have really poor dmg pressure. So I ask once again where are all these shieldspamming sorcs killing everyone and dominating PvP?
They been all over the place. I killed just as many NBs and DKs as I killed Sorc last patch. If we go by your logic then from MY EXPERIENCE, NB and DK ARE NOT dominating. See why this is problematic?
xylena_lazarow wrote: »Ward is too strong to need anything else attached, and Sorc does NOT need more healing. Sorc is already a strong HoT class but many players don't seem to understand how to activate Surge, so maybe Surge should just be a normal HoT instead of the weird crit lifesteal thing they have going. I'll stand by adding the passive double bar major crit buff to Sorc's kit as the best solution, it still buffs the class, and now everyone who wanted a burst heal on their Sorc has room to slot one.Turtle_Bot wrote: »As I said in response to the changes put forward for ward by Xylena (who actually took the time to give reasonings and what the ideal outcomes/impacts of what those changes would achieve, which I appreciate a lot), I'd be happy to test out switching the burst heal to a HoT, but sorc would need something to account for this change (as was mentioned, major prophecy somewhere in the class kit).
Keep in mind that devs usually prefer players to just point out problems, rather than try to solve them.
Turtle_Bot wrote: »xylena_lazarow wrote: »Ward is too strong to need anything else attached, and Sorc does NOT need more healing. Sorc is already a strong HoT class but many players don't seem to understand how to activate Surge, so maybe Surge should just be a normal HoT instead of the weird crit lifesteal thing they have going. I'll stand by adding the passive double bar major crit buff to Sorc's kit as the best solution, it still buffs the class, and now everyone who wanted a burst heal on their Sorc has room to slot one.Turtle_Bot wrote: »As I said in response to the changes put forward for ward by Xylena (who actually took the time to give reasonings and what the ideal outcomes/impacts of what those changes would achieve, which I appreciate a lot), I'd be happy to test out switching the burst heal to a HoT, but sorc would need something to account for this change (as was mentioned, major prophecy somewhere in the class kit).
Keep in mind that devs usually prefer players to just point out problems, rather than try to solve them.
I've often wondered about making surge (base morph) as a regular HoT that when morphed to crit surge, then gains a bonus heal (of significantly smaller value) when dealing critical damage.
Or make the other morph an actual HoT instead of the janky proc heal on crit healing with the wonkiest, most unsynergetic cooldown that that morph currently is.
Completely agree on the double bar major crit buff, always found it so strange that the class that depends on dealing lots of critical strikes and not 1 big crit doesn't have the named crit chance buff in its kit.
Looks like we are in agreement here that, ideally, if ZOS had just given sorc major prophecy/savagery on either bar, maybe rework the other morph of crit surge to be an actual HoT instead of the rng crit double heal effect, then ward could have been left alone because everyone would have had room to slot vibrant shroud or run resto for blessings. Unfortunately, this is not what ZOS has done.I also understand that ZOS want's to put their own spin on everything, but at some point they (and this is a generic they for all devs of all companies, not just zos specifically) need to realise that sometimes the players just have the best solutions to the problems that the players are raising awareness of (not always, but sometimes) and that listening to the players and communicating with the players that have put forward their ideas as to why they feel those ideas have potential is what is required to solve these issues. This isn't to say that players should always be listened to for specifics when making changes, but many suggestions actually have a lot of merit and warrant actual testing and fleshing out rather than just being ignored in favor of some random, left field, out-of-touch change that ends up making things worse.
It's called listening to the customers (something that all business, not just ZOS, seems to really struggle with currently) and what the customers want and taking that feedback on board when considering changes. The feedback doesn't always have to be applied, but having that understanding of the issues and open communication between the devs and the community helps bridge that gap when changes are made or issues are raised so that everyone at least understands the reasons for these things.
Perfect recent example of this issue of not listening to the community is the change to Lightning splash:
All the hard data was showing that it was one of, if not the, worst DoT in the game, it needed an actual damage buff on the DoT component, it needed supplementary effects for buffing concussed or shock damage in general (like what warden got for frost or DK for fire) to make it an ability worth considering, even if these buffs were tied to not running pets.
All it got was a small increase to its radius that has done absolutely nothing to help this ability find ways onto peoples skill bars...
StaticWave wrote: »Turtle_Bot wrote: »xylena_lazarow wrote: »Ward is too strong to need anything else attached, and Sorc does NOT need more healing. Sorc is already a strong HoT class but many players don't seem to understand how to activate Surge, so maybe Surge should just be a normal HoT instead of the weird crit lifesteal thing they have going. I'll stand by adding the passive double bar major crit buff to Sorc's kit as the best solution, it still buffs the class, and now everyone who wanted a burst heal on their Sorc has room to slot one.Turtle_Bot wrote: »As I said in response to the changes put forward for ward by Xylena (who actually took the time to give reasonings and what the ideal outcomes/impacts of what those changes would achieve, which I appreciate a lot), I'd be happy to test out switching the burst heal to a HoT, but sorc would need something to account for this change (as was mentioned, major prophecy somewhere in the class kit).
Keep in mind that devs usually prefer players to just point out problems, rather than try to solve them.
I've often wondered about making surge (base morph) as a regular HoT that when morphed to crit surge, then gains a bonus heal (of significantly smaller value) when dealing critical damage.
Or make the other morph an actual HoT instead of the janky proc heal on crit healing with the wonkiest, most unsynergetic cooldown that that morph currently is.
Completely agree on the double bar major crit buff, always found it so strange that the class that depends on dealing lots of critical strikes and not 1 big crit doesn't have the named crit chance buff in its kit.
Looks like we are in agreement here that, ideally, if ZOS had just given sorc major prophecy/savagery on either bar, maybe rework the other morph of crit surge to be an actual HoT instead of the rng crit double heal effect, then ward could have been left alone because everyone would have had room to slot vibrant shroud or run resto for blessings. Unfortunately, this is not what ZOS has done.I also understand that ZOS want's to put their own spin on everything, but at some point they (and this is a generic they for all devs of all companies, not just zos specifically) need to realise that sometimes the players just have the best solutions to the problems that the players are raising awareness of (not always, but sometimes) and that listening to the players and communicating with the players that have put forward their ideas as to why they feel those ideas have potential is what is required to solve these issues. This isn't to say that players should always be listened to for specifics when making changes, but many suggestions actually have a lot of merit and warrant actual testing and fleshing out rather than just being ignored in favor of some random, left field, out-of-touch change that ends up making things worse.
It's called listening to the customers (something that all business, not just ZOS, seems to really struggle with currently) and what the customers want and taking that feedback on board when considering changes. The feedback doesn't always have to be applied, but having that understanding of the issues and open communication between the devs and the community helps bridge that gap when changes are made or issues are raised so that everyone at least understands the reasons for these things.
Perfect recent example of this issue of not listening to the community is the change to Lightning splash:
All the hard data was showing that it was one of, if not the, worst DoT in the game, it needed an actual damage buff on the DoT component, it needed supplementary effects for buffing concussed or shock damage in general (like what warden got for frost or DK for fire) to make it an ability worth considering, even if these buffs were tied to not running pets.
All it got was a small increase to its radius that has done absolutely nothing to help this ability find ways onto peoples skill bars...
I also agreed with you in other threads too. Sorc just needs:
1) Major Savagery on one of the existing skills on its bar
2) Surge turned into a reliable HoT that doesn't require critting
3) If needed a burst heal, turn one of the morphs of Dark Exchange to be a non-scaling burst heal with a small resource return, and the other morph return both resources.
4) Could even add Major Breach on Curse too if we're pushing it, so Sorc frees up a bar slot
This would be great, every class should have sticky Major Breach, no reason to force so many builds into Ele Sus.StaticWave wrote: »4) Could even add Major Breach on Curse too if we're pushing it, so Sorc frees up a bar slot
xylena_lazarow wrote: »This would be great, every class should have sticky Major Breach, no reason to force so many builds into Ele Sus.StaticWave wrote: »4) Could even add Major Breach on Curse too if we're pushing it, so Sorc frees up a bar slot
StaticWave wrote: »
My version of a Sorc that's balanced is this:
For magSorc:
- Curse gets Major Breach
For stamSorc:
- Bound Armaments gets Major Prophecy for slotting
The major crit buff should be on a skill that any Sorc can use, half the point of this is so magsorcs have an actual choice between stacking more mag with Inner Light, or giving up some max mag to slot a burst heal like Vibrant Shroud. This means that burst healing Sorcs would have slightly less max mag, which is a good thing.StaticWave wrote: »Bound Armaments gets Major Prophecy for slotting. Magsorc will slot Inner Light regardless to get 5% max mag for shield, so they probably won't drop it even if another skill gets Major Savagery.
StaticWave wrote: »
My version of a Sorc that's balanced is this:
For magSorc:
- Curse gets Major Breach
For stamSorc:
- Bound Armaments gets Major Prophecy for slotting
Ahaha, every "nerf magsorc" thread is secretly a "buff stamsorc" thread.
... intra-class competition is underestimated
.
xylena_lazarow wrote: »The major crit buff should be on a skill that any Sorc can use, half the point of this is so magsorcs have an actual choice between stacking more mag with Inner Light, or giving up some max mag to slot a burst heal like Vibrant Shroud. This means that burst healing Sorcs would have slightly less max mag, which is a good thing.StaticWave wrote: »Bound Armaments gets Major Prophecy for slotting. Magsorc will slot Inner Light regardless to get 5% max mag for shield, so they probably won't drop it even if another skill gets Major Savagery.
Passive double bar major crit buff should be attached to... let's see.StaticWave wrote: »I can’t really think of another skill in the Sorc tool kit tbh. Could maybe put it on Rune Prison, but where else would you put it?