Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »xylena_lazarow wrote: »Sorc is intended to face tank? Class identity, everyone.Bushido2513 wrote: »But until something like that happens I don't see ward as an issue for the intended game experience when compared to other classes in that same experience.
Well yes the game is leaning more towards being accessible and less towards class identity. It's really more of a what you make of it situation
Then imo Streak should be nerfed
Why when it's so easily invalidated by any player that even halfway wants to?
Streak doesn't bother me but why do you want it nerfed? Don't like people being able to run away or just the unblockable stun?
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »xylena_lazarow wrote: »Sorc is intended to face tank? Class identity, everyone.Bushido2513 wrote: »But until something like that happens I don't see ward as an issue for the intended game experience when compared to other classes in that same experience.
Well yes the game is leaning more towards being accessible and less towards class identity. It's really more of a what you make of it situation
Then imo Streak should be nerfed
Why when it's so easily invalidated by any player that even halfway wants to?
Streak doesn't bother me but why do you want it nerfed? Don't like people being able to run away or just the unblockable stun?
Because you can't have all. Look at other classes. They're not teleporting 15m away at will. Sorc currently has tankiness, damage, sustain, and elusiveness. You need to nerf one. I proposed for a tankiness nerf and ppl don't want that, so let's nerf elusiveness for fairness.
xylena_lazarow wrote: »Going into an uncertain scenario, which are you choosing: gun or knife?Bushido2513 wrote: »So if the gun is best in most scenarios how does that invalidate me saying that I'd still pick the knife in some scenarios?
@StaticWave
Some of your more recent comments are stretching a bit. I recognize that what you mentioned was for the "meta" playstyle but Bound Aegis has been a viable option for several patches now, I wouldn't consider it a buff for "this patch".
Running all magicka enchants? Try walking around with 24-26k health in cyrodiil (you're assuming everyone runs death dealer fete which would put you on that higher side of 26-27k). I tried 24k health recently in Open world Cryodiil, and I got bullied. And I would consider myself pretty good at positioning and defensive play. That loss of 8% health was also always active if you used Bound Aegis so from that 10% additional passive you had to reassign about 5% of that value back to your health if you wanted to stay at the same threshold as before. I generally play with the lowest health threshold possible (because I've always been pretty solid with Ward usage) and even I can't handle health values with all Magicka enchants.
I've stated in the past ~1-2 years ago that Sorcs were NOT in a good place damage wise. I'm pretty sure we compared setups stat for stat between myself and metallic monk back in those times and I was ahead in flat damage and he was ahead in crit damage but numerically nothing was an outlier from either side.
Back in those times frags were hitting for 6-8k and curses for 4-6k. This is when Sorcerers were at their WORST in my opinion. Everyone has 35k health, those values weren't doing anything.
Then we got minor berserk/force on dark conversion/deal, bound aegis 8% was active on both bars, and now we got 10% more magicka as a passive.
So it seems ZoS agreed that's Sorcs damage was NOT in a good place.
And maybe I'm bias but I think right now it's exactly where it should be. You're seeing 10k frags? Perfect. If a player is setup for damage that's where it should be. You have Merciless resolve hitting for 50% higher than that on a brawler blade. Sorcs are suppose to be competitive with Nightblades burst.
@Turtle_Bot and @StaticWave
If we lose the magicka passives we're going to be right back where we were 2 years ago. Mediocre damage and mediocre defense. Vibrant Shroud may be a viable burst heal next update, but it still doesn't synergize with low health recovery like other classes do.
Ward is very close to being well balanced. I would like to see how the HoT would play out. But once again the initial ward value is around where it needs to be (with outliers above 55k magicka). I play around a lot with what values feel comfortable open world. Go play with Dampen Magicka at a 13k value open world and let me know how it feels (this is rhetorical I can tell you it feels AWFUL).
That's where we're gonna be at with Hardened Ward with a HoT and loss of that 15% magicka "passives".
You'll be FORCED into the same cookie cutter setups to make Ward even an option. 50k magicka feels like the MINIMUM to play competitively with (outside of Rallying Cry). That would force crafty alfiq / ancient grace into every Mag Sorc setup in the game. And we don't even know what that feels like with a HoT instead of a burst heal right now.
Then damage would take a massive hit. Would be slightly higher than those values from 2 years ago. Sorcs will once again have a mediocre offense in today's meta.
I think the 10% Magicka passive did a great job in offering the ability to diversify set choices while still have the option for Ward to be viable. It's overpowered with specifics setups at moment and Overtuned with meta setups.
But toss on something other than 60k magicka and Rallying cry and you'll quickly see that its not completely out of line with current healing capabilities.
ZoS was 100% right to give Sorcerer more passive magicka. Also, doesn't it feel awesome to have an identity?
Nightblades have the highest crit, Sorcs have the highest magicka and so on. It feels good to be highest in something; even when it's a faaar worse stat than crit or weapon damage.
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »xylena_lazarow wrote: »Sorc is intended to face tank? Class identity, everyone.Bushido2513 wrote: »But until something like that happens I don't see ward as an issue for the intended game experience when compared to other classes in that same experience.
Well yes the game is leaning more towards being accessible and less towards class identity. It's really more of a what you make of it situation
Then imo Streak should be nerfed
Why when it's so easily invalidated by any player that even halfway wants to?
Streak doesn't bother me but why do you want it nerfed? Don't like people being able to run away or just the unblockable stun?
Because you can't have all. Look at other classes. They're not teleporting 15m away at will. Sorc currently has tankiness, damage, sustain, and elusiveness. You need to nerf one. I proposed for a tankiness nerf and ppl don't want that, so let's nerf elusiveness for fairness.
Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »xylena_lazarow wrote: »Sorc is intended to face tank? Class identity, everyone.Bushido2513 wrote: »But until something like that happens I don't see ward as an issue for the intended game experience when compared to other classes in that same experience.
Well yes the game is leaning more towards being accessible and less towards class identity. It's really more of a what you make of it situation
Then imo Streak should be nerfed
Why when it's so easily invalidated by any player that even halfway wants to?
Streak doesn't bother me but why do you want it nerfed? Don't like people being able to run away or just the unblockable stun?
Because you can't have all. Look at other classes. They're not teleporting 15m away at will. Sorc currently has tankiness, damage, sustain, and elusiveness. You need to nerf one. I proposed for a tankiness nerf and ppl don't want that, so let's nerf elusiveness for fairness.
But then what do we do about a DK or NB that can run 2 Swift and have enough speed to catch the sorc and still have enough damage to hurt it?
I know this thread is about sorc but still we have to acknowledge the very common threats sorc has to face that can easily nullify streak if the enemy wants to.
I agree one class shouldn't have it all but clearly ZOS is going for classes that kind of can do it all
StaticWave wrote: »ZoS was 100% right to give Sorcerer more passive magicka. Also, doesn't it feel awesome to have an identity?
Nightblades have the highest crit, Sorcs have the highest magicka and so on. It feels good to be highest in something; even when it's a faaar worse stat than crit or weapon damage.
If only stamsorc could also stack as much max stam and and have Ward scaling with mag stam and max mag instead of just max mag lol
StaticWave wrote: »ZoS was 100% right to give Sorcerer more passive magicka. Also, doesn't it feel awesome to have an identity?
Nightblades have the highest crit, Sorcs have the highest magicka and so on. It feels good to be highest in something; even when it's a faaar worse stat than crit or weapon damage.
If only stamsorc could also stack as much max stam and and have Ward scaling with mag stam and max mag instead of just max mag lol
You don't have to bother with magicka. You can stack weapon damage, which is a much more effective stat for damage and healing. Though that will remain somewhat limited with Sorcerer for as long as Crit Surge has a fix value that doesn't scale.
But yea, Stamsorc can also have the highest stam out of all classes if it wants. There is just no point. Sadly, Magsorc has no choice. Ward only scales off of magicka as an offensive stat.
Hooray we made progress. So the "guns" in this PvP are Sorc's ranged versatility, and NB's stealth acting like a suppressor. The rest of the classes are melee brawler "knives" that lack these advantages, and open world PvP is exactly the sort of unfamiliar scenario where you want to be wielding a gun, not a knife.Bushido2513 wrote: »You definitely take the gun in that case because it gives you the most versatility. You definitely also take the gun if it has a suppressor.
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »xylena_lazarow wrote: »Sorc is intended to face tank? Class identity, everyone.Bushido2513 wrote: »But until something like that happens I don't see ward as an issue for the intended game experience when compared to other classes in that same experience.
Well yes the game is leaning more towards being accessible and less towards class identity. It's really more of a what you make of it situation
Then imo Streak should be nerfed
Why when it's so easily invalidated by any player that even halfway wants to?
Streak doesn't bother me but why do you want it nerfed? Don't like people being able to run away or just the unblockable stun?
Because you can't have all. Look at other classes. They're not teleporting 15m away at will. Sorc currently has tankiness, damage, sustain, and elusiveness. You need to nerf one. I proposed for a tankiness nerf and ppl don't want that, so let's nerf elusiveness for fairness.
But then what do we do about a DK or NB that can run 2 Swift and have enough speed to catch the sorc and still have enough damage to hurt it?
I know this thread is about sorc but still we have to acknowledge the very common threats sorc has to face that can easily nullify streak if the enemy wants to.
I agree one class shouldn't have it all but clearly ZOS is going for classes that kind of can do it all
We gradually nerf them. It took a while for Corrosive to be nerfed and Concealed to be nerfed but we're getting there.
NB actually needs to slot SSC to do any respectable damage now compared to previous versions where it just gets Major Berserk on Concealed and could run other mythic and not be penalized by the SSC snare. A magsorc is going to bully a NB with SSC now, and if that NB doesn't have SSC then it's either not doing enough damage to kill the Sorc, or doing enough damage but is too squishy to survive the sorc's burst combo.
DK has to run specific skills and builds to counter the magsorc. It will have to stack a lot of damage like NB to have a chance of killing the magsorc. Any investment into survivability/speed will not give it the damage to go thru that 15k shield. Sorc can also slot Hurricane now too, so it will be even harder for swift users to catch up to a Streaking sorc with fast movement speed.
xylena_lazarow wrote: »Hooray we made progress. So the "guns" in this PvP are Sorc's ranged versatility, and NB's stealth acting like a suppressor. The rest of the classes are melee brawler "knives" that lack these advantages, and open world PvP is exactly the sort of unfamiliar scenario where you want to be wielding a gun, not a knife.Bushido2513 wrote: »You definitely take the gun in that case because it gives you the most versatility. You definitely also take the gun if it has a suppressor.
So how do you balance this? You make the knives super strong to overcome the inherent disadvantage, and make the guns a fair amount weaker than guns normally would be (even shooters do this).
Well if you're wielding a gun, and you miss every shot in the magazine, and you realize you have no idea how to reload, and then you let the knife wielder chase you down and stab you... that doesn't mean the knife is the equal of the gun. So a better scenario would be to imagine the gun wielder and knife wielder are both experts in what they do. All other factors equal, going into an unknown scenario, who wins: the expert gun wielder, or the expert knife wielder?Bushido2513 wrote: »I know I've certainly been taken out more than a few times when I gas out temporarily and a melee opponent is relentlessly pursuing or otherwise on top of me.
xylena_lazarow wrote: »@Turtle_Bot how much have you played specs other than MagSorc? I won't claim to be any sort of GOD SORC but switching between MagSorc and StamSorc isn't hard for me, at the end of the day you still need to know how to Streak and land Curse combos. I've also mained Arc which kinda feels halfway between MagSorc and StamSorc.
I feel like you're overlooking the fact that Ward was a compound buff. Recall how what really hurt MagSorcs back in the day was the removal of the 20% mag pool buff from the CP system. Now thanks to buffs to Sorc passives, they've been restored and can once again efficiently hit 50k+ max mag, matching the power of old school MagSorcs (who never needed a burst heal). Pushing a powerful burst heal on an already buffed Ward was overkill, much like how Healthy Offering was overkill.
but I was explaining the differences between mag and stamsorc (from someone who has played pretty much all forms of sorc) and the way those specs defend themselves and at least try to explain my thoughts on why that change (adding a burst heal to ward) was made by ZOS in the first place.I'm not saying the burst heal was the best solution for ward/magsorc
Bushido2513 wrote: »Joy_Division wrote: »Bushido2513 wrote: »Joy_Division wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »xylena_lazarow wrote: »@Bushido2513 what would you rather have on the battlefield: knife or gun
Depends on the engagement. A knife gives you a better chance at stealth kills and never runs out of ammo. A gun will reveal my position to the enemy with every use and possibly bring more enemies who will have an easier time finding me each time I use the gun. With a knife and tactics I an probably acquire one or multiple guns without revealing my location until I'm ready.
So as a sorc yes you can drop long range attacks however you can then become the target of multiple attackers yourself. Yes you have shields and a great escape utility but good attackers can work around that by using things like movement speed, high damage attacks from stealth, raw damage with cc/roots, etc.
A sorc is for me no more or less of a threat than any of the other stronger classes. I mean even if I just don't want to deal with a sorc I'll just roll dodge to get rid of a few pieces of the combo then los, heal up, etc. And yes now they can heal up like ever before but so can other classes to for me it's no worse or better than what is already commonly seen in the game. Maybe a little better but by no means a clearly identifiable case that can be proved in the way some are representing here.
Thats why you go with a team and have cover fire to defend when you take the first shot. 4 guns vs 4 knifes, well guess what happens haha
Depends on the encounter and the tactics of the opponents. If you have knives and your opponents are well armed then your first move is to not be anywhere where they can target you for a first shot.
The NB stays in stealth as they approach the one sorc that doesn't have shields up at the moment and goes for the kill. You don't say walk around out of stealth waiting for the sorc and his buddies to take aim. You also don't stay far from line of sight in case they do pull you out of stealth.
It's just basically chess, we all start out fairly evenly and the loser is going to be the first one to make a mistake. So we could do combat scenarios all day but generally speaking there are always going to be ways to work around a disadvantage and of course for the enemy to counter your workaround to your disadvantage.
This is my point about sorc and trying to measure the effect of the hardened ward change. Because of so many potential variances in combat it will come down to things that just can't be accurately measured by a simple set of CMX data or even observation by us as client side players of the game.
I've seen arguments like this all the time in military history.
It is akin to pointing out out how because there are cases when [insert new technology] does not perform as well or even worse than [insert existing technology], then [new technology] is not a superior alternative to [existing technology].
Of course knife Vs. gun is situational. The special forces soldier is going to want to use the knife to eliminate a guard in an infiltration scenario. But what army uses knives as their primary weapons system? None. And none ever have. Yeah, I liked Oberyn in GOT and thought it was a cool scene with the whole, "Longsword is a bad option in close quarters" line. But how often do we find ourselves in close quarters combat? There was a reason why rapiers, not knives, were a weapon of choice in duels and spears were the weapon of choice on basically every battlefield up until the 17th century when the historical conditions made it possibly for firearms to put a consistent wall of lead toward the enemy.
So to say that gun Vs. knife is situational is disingenuous as it is not acknowledging the crux of the issue: if you a gamer and get into a hundred fights, how many times will it take before you lose with the knife before you quit the game because the devs do not think the gun is a superior choice?
Sooooo your comment is dancing all over the place. I'm simply saying in some situations you want a knife and in others a gun. That's just simple tactics, it will depend on the engagement, your desired outcome, etc. I wasn't really talking about any specific conflict, number of enemies, terrain, etc etc. If you want to set a very specific scenario I'll be happy to tell you if I'm choosing the gun or the knife and you're very welcome to set a scenario in which the gun is the obvious choice and I'd happily agree. I think you're reading more into that response then was intended. Or perhaps I more so answered in a very open ended way and you took it where it made sense to you.
As is specific to ESO, other melee classes can definitely keep up with sorc at the moment. When you add in gvg dynamics it's even more possible to keep up with sorc. Harder to kill than before, obviously so. Are they ridiculously hard to kill at the moment, no more so than other classes depending on the player and build/setup.
No, my comment was quite singular: if the gun is going to be better in far more scenarios than the knife, an answer that claims it is situational is disingenuous.
The idea that well other classes can be just as survivable as a sorc depending on setup is missing the point many posters have made about Hardened Ward. Can I make a Templar or Necromancer that is basically impossible to kill for under 12 players? Yes, and they can do this better than a sorcerer. But they are just troll tanks. There is no versatility. They are overly narrow builds. They can't do anything else. That's not saying much.
It would be a better argument to state that some classes (DKs and Wardens) can match the overall offense + defense package that a sorcerer can achieve. (A highly skilled Nightblade can also do this, but that's more about a player exploiting unique skills. A mediocre nightblade can;t do this so I don't think the class is in the same tier.) But DKS and Wardens still have inconveniences (I won't call them weaknesses). If they want mobility, they have to build for it (and still won;t be as good as a sorcerer) and their better offensive skills require them to be closer.
A sorcerer can easily have a lot of survivability by employing one skill while also having the best mobility/escape skill in the game while also having a lot of firepower (which scales with that one skill) and does this at range. It's really easy to be strong at everything without much opportunity cost. It's an ideal package that does not have to worry about rock-paper-scissors. The devs have allowed this combination before (1.6 and years after when shield stacking was prevalent) so this is something we have seen before.
I'm not sure how GvG dynamics change the equation. ZOS's GvG meta has been incredibly stale for years and requires a specific application of synchronized PBAoE burst damage + CC to secure kills. So, yeah, Warden DPS is going to reign supreme in this specific scenario (like the knife in a stealth situation).
So if the gun is best in most scenarios how does that invalidate me saying that I'd still pick the knife in some scenarios?
Anyway it doesn't matter because a sorc facing a melee class isn't a gun to a knife fight scenario.at all. We're really talking ranged vs melee and while sorc is strong at range it's definitely not at all able to somehow completely invalidate melee players just by being what it is.
My answer would be they wanted to make Sorc easier to play. That seems obvious no? But at least we seem to be in agreement that if you're at least decent at one spec of Sorc, you can easily learn the other specs of Sorc.Turtle_Bot wrote: »the way those specs defend themselves and at least try to explain my thoughts on why that change (adding a burst heal to ward) was made by ZOS in the first place.
xylena_lazarow wrote: »StamSorc wasn't meta during that era because it was a Sorc that could proc Surge more often or spam more roll dodges, it was meta because it was a proc vessel with Streak.
StamSorc had better synergy with the tools available at the time, and compared to other proc vessels, Streak is what set it apart. Nobody was choosing Sorc over DK as a proc vessel for Surge or roll dodge, it was for Streak.Turtle_Bot wrote: »so clearly, despite streak being so strong, it was not the reason that stamsorc was in the meta at that time.
StaticWave wrote: »Here is a short clip demonstrating my Sorc’s elusiveness in a BG game against semi-sweaty players (at least the ones I was fighting in that clip).
I was on a 35k HP stamsorc with HP scaling shield. @IncultaWolf was on a NB and we jumped into their team to get a few quick kills. He cloaked away while I used my speed, Streak, and Ward to escape unscathed. I even got Incapped towards the end too, but no problemo. I was also doing this with 280 ping. You could see the delay when I cast abilities, especially Streak. With normal ping , surviving this encounter would have been cakewalk for me.
https://youtu.be/hdGzYGO2yss?si=rq9M32qTna_5bolJ
xylena_lazarow wrote: »Well if you're wielding a gun, and you miss every shot in the magazine, and you realize you have no idea how to reload, and then you let the knife wielder chase you down and stab you... that doesn't mean the knife is the equal of the gun. So a better scenario would be to imagine the gun wielder and knife wielder are both experts in what they do. All other factors equal, going into an unknown scenario, who wins: the expert gun wielder, or the expert knife wielder?Bushido2513 wrote: »I know I've certainly been taken out more than a few times when I gas out temporarily and a melee opponent is relentlessly pursuing or otherwise on top of me.
Joy_Division wrote: »Bushido2513 wrote: »Joy_Division wrote: »Bushido2513 wrote: »Joy_Division wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »xylena_lazarow wrote: »@Bushido2513 what would you rather have on the battlefield: knife or gun
Depends on the engagement. A knife gives you a better chance at stealth kills and never runs out of ammo. A gun will reveal my position to the enemy with every use and possibly bring more enemies who will have an easier time finding me each time I use the gun. With a knife and tactics I an probably acquire one or multiple guns without revealing my location until I'm ready.
So as a sorc yes you can drop long range attacks however you can then become the target of multiple attackers yourself. Yes you have shields and a great escape utility but good attackers can work around that by using things like movement speed, high damage attacks from stealth, raw damage with cc/roots, etc.
A sorc is for me no more or less of a threat than any of the other stronger classes. I mean even if I just don't want to deal with a sorc I'll just roll dodge to get rid of a few pieces of the combo then los, heal up, etc. And yes now they can heal up like ever before but so can other classes to for me it's no worse or better than what is already commonly seen in the game. Maybe a little better but by no means a clearly identifiable case that can be proved in the way some are representing here.
Thats why you go with a team and have cover fire to defend when you take the first shot. 4 guns vs 4 knifes, well guess what happens haha
Depends on the encounter and the tactics of the opponents. If you have knives and your opponents are well armed then your first move is to not be anywhere where they can target you for a first shot.
The NB stays in stealth as they approach the one sorc that doesn't have shields up at the moment and goes for the kill. You don't say walk around out of stealth waiting for the sorc and his buddies to take aim. You also don't stay far from line of sight in case they do pull you out of stealth.
It's just basically chess, we all start out fairly evenly and the loser is going to be the first one to make a mistake. So we could do combat scenarios all day but generally speaking there are always going to be ways to work around a disadvantage and of course for the enemy to counter your workaround to your disadvantage.
This is my point about sorc and trying to measure the effect of the hardened ward change. Because of so many potential variances in combat it will come down to things that just can't be accurately measured by a simple set of CMX data or even observation by us as client side players of the game.
I've seen arguments like this all the time in military history.
It is akin to pointing out out how because there are cases when [insert new technology] does not perform as well or even worse than [insert existing technology], then [new technology] is not a superior alternative to [existing technology].
Of course knife Vs. gun is situational. The special forces soldier is going to want to use the knife to eliminate a guard in an infiltration scenario. But what army uses knives as their primary weapons system? None. And none ever have. Yeah, I liked Oberyn in GOT and thought it was a cool scene with the whole, "Longsword is a bad option in close quarters" line. But how often do we find ourselves in close quarters combat? There was a reason why rapiers, not knives, were a weapon of choice in duels and spears were the weapon of choice on basically every battlefield up until the 17th century when the historical conditions made it possibly for firearms to put a consistent wall of lead toward the enemy.
So to say that gun Vs. knife is situational is disingenuous as it is not acknowledging the crux of the issue: if you a gamer and get into a hundred fights, how many times will it take before you lose with the knife before you quit the game because the devs do not think the gun is a superior choice?
Sooooo your comment is dancing all over the place. I'm simply saying in some situations you want a knife and in others a gun. That's just simple tactics, it will depend on the engagement, your desired outcome, etc. I wasn't really talking about any specific conflict, number of enemies, terrain, etc etc. If you want to set a very specific scenario I'll be happy to tell you if I'm choosing the gun or the knife and you're very welcome to set a scenario in which the gun is the obvious choice and I'd happily agree. I think you're reading more into that response then was intended. Or perhaps I more so answered in a very open ended way and you took it where it made sense to you.
As is specific to ESO, other melee classes can definitely keep up with sorc at the moment. When you add in gvg dynamics it's even more possible to keep up with sorc. Harder to kill than before, obviously so. Are they ridiculously hard to kill at the moment, no more so than other classes depending on the player and build/setup.
No, my comment was quite singular: if the gun is going to be better in far more scenarios than the knife, an answer that claims it is situational is disingenuous.
The idea that well other classes can be just as survivable as a sorc depending on setup is missing the point many posters have made about Hardened Ward. Can I make a Templar or Necromancer that is basically impossible to kill for under 12 players? Yes, and they can do this better than a sorcerer. But they are just troll tanks. There is no versatility. They are overly narrow builds. They can't do anything else. That's not saying much.
It would be a better argument to state that some classes (DKs and Wardens) can match the overall offense + defense package that a sorcerer can achieve. (A highly skilled Nightblade can also do this, but that's more about a player exploiting unique skills. A mediocre nightblade can;t do this so I don't think the class is in the same tier.) But DKS and Wardens still have inconveniences (I won't call them weaknesses). If they want mobility, they have to build for it (and still won;t be as good as a sorcerer) and their better offensive skills require them to be closer.
A sorcerer can easily have a lot of survivability by employing one skill while also having the best mobility/escape skill in the game while also having a lot of firepower (which scales with that one skill) and does this at range. It's really easy to be strong at everything without much opportunity cost. It's an ideal package that does not have to worry about rock-paper-scissors. The devs have allowed this combination before (1.6 and years after when shield stacking was prevalent) so this is something we have seen before.
I'm not sure how GvG dynamics change the equation. ZOS's GvG meta has been incredibly stale for years and requires a specific application of synchronized PBAoE burst damage + CC to secure kills. So, yeah, Warden DPS is going to reign supreme in this specific scenario (like the knife in a stealth situation).
So if the gun is best in most scenarios how does that invalidate me saying that I'd still pick the knife in some scenarios?
Anyway it doesn't matter because a sorc facing a melee class isn't a gun to a knife fight scenario.at all. We're really talking ranged vs melee and while sorc is strong at range it's definitely not at all able to somehow completely invalidate melee players just by being what it is.
It doesn't invalidate the knife in certain scenarios. But to argue because in some corner cases the knife is better so nothing to see here is an exercise in sophistry. Gun beats knife in vast majority of cases. They are not balanced with respect to each other.
Just because something isn;t totally invalidated doesn;t mean it is desirably balanced. ESO is a strange game in which melee builds generally do not have much difficulty staying in close combat with ranged opponents. But range still opens a world of options and possibilities that just wouldnt be possible with 8 meter skills. Nobody would have ever complained about Jesus beam if it were an melee skill. In just about every other fantasy game ever devised the ranged, fast, and elusive "pew pew" classes do not have the defenses that a brawler has. The stamina sorcs are probably saying right now, hey don;t pigeonhole us. We get right in their face and brawl. Yes, but the moment things start going sour, they are streaking away. It's the best of all worlds.
My 2nd most time played is a sorcerer so I'm not here arguing just swing a nerf bat and be done with it. I know what it was like to play the class when they were just negate monkeys (pre 1.6) and after hybridization and ZOS's fascination with pets undercut them to mediocrity. They aren;t *that* far above the better classes in the game. There have been some interesting suggestions that are tweaks that would be worth trying.
Alchimiste1 wrote: »Just close this thread.
If you don't think ward is overperforming you are clearly bias
Alchimiste1 wrote: »Just close this thread.
If you don't think ward is overperforming you are clearly bias
Bushido2513 wrote: »Alchimiste1 wrote: »Just close this thread.
If you don't think ward is overperforming you are clearly bias
It's actually not quite clear at all and that's the problem with this thread. People are trying to simplify a complicated thing and that usually leads to flawed evaluations.
I don't doubt that ward can feel like it's over performing but I've also experienced cases where it doesn't feel special at all.
This thread is just a bunch of players giving their individual takes on ward with some passing off their observations as conclusive evidence for one side or the other.