More than you think. Gamers are often allergic to admitting others have skill.Bushido2513 wrote: »Jokes aside I do agree this changes a lot at a high level but also what percentage of players really operate at that level?
xylena_lazarow wrote: »More than you think. Gamers are often allergic to admitting others have skill.Bushido2513 wrote: »Jokes aside I do agree this changes a lot at a high level but also what percentage of players really operate at that level?
Games with proper balance don't use low to mid ladder as evidence for balance because any data, anecdotes, or videos from there is too skewed by skill issues. High ladder game data comes from optimal play without obfuscating skill issues, clearly showing the power level of the game pieces being used (and those not being used). Hard numbers from usage stats and win rates support player arguments.Bushido2513 wrote: »But back to platforms I can understand there might be a lot more sorcs that play at a higher level on platforms I'm not on so there's that
xylena_lazarow wrote: »
It must be very confusing for devs to try to make sense of the noise here, so no wonder the changes we get are confusing.
Strongly disagree with OP.
I am a sorc main of many years. This change provides needed survivability in PvP without being overturned. I still die plenty but can now stay alive long enough to actually be competitive.
THANK YOU ZOS for this very appropriate and welcomed change.
StaticWave wrote: »Strongly disagree with OP.
I am a sorc main of many years. This change provides needed survivability in PvP without being overturned. I still die plenty but can now stay alive long enough to actually be competitive.
THANK YOU ZOS for this very appropriate and welcomed change.
It is overperforming though and there are just as many people who will disagree with you.
Bushido2513 wrote: »StaticWave wrote: »Strongly disagree with OP.
I am a sorc main of many years. This change provides needed survivability in PvP without being overturned. I still die plenty but can now stay alive long enough to actually be competitive.
THANK YOU ZOS for this very appropriate and welcomed change.
It is overperforming though and there are just as many people who will disagree with you.
In some scenarios it overperforms and in others it probably feels just right. Also while people come and give input very few are saying what build they are using. I know the max mag is pretty common but there are others I'm sure like me that play it a little different or who might be using the heal to allow for off meta setups.
Point is that yes people can disagree but a lot of us are likely not talking about the same types of pvp experience being that different things make or break the experience for different people.
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Strongly disagree with OP.
I am a sorc main of many years. This change provides needed survivability in PvP without being overturned. I still die plenty but can now stay alive long enough to actually be competitive.
THANK YOU ZOS for this very appropriate and welcomed change.
It is overperforming though and there are just as many people who will disagree with you.
In some scenarios it overperforms and in others it probably feels just right. Also while people come and give input very few are saying what build they are using. I know the max mag is pretty common but there are others I'm sure like me that play it a little different or who might be using the heal to allow for off meta setups.
Point is that yes people can disagree but a lot of us are likely not talking about the same types of pvp experience being that different things make or break the experience for different people.
It's just as strong on a 40k HP build with 7k spell damage lol
Just the fact in a optimal setup its allowing sorcs to heal through 7-9k dps and still output a acceptable amount of damage in duels is insane static is right to point this out no other class can do this without going almost full tank
Just the fact in a optimal setup its allowing sorcs to heal through 7-9k dps and still output a acceptable amount of damage in duels is insane static is right to point this out no other class can do this without going almost full tank
Face tanking a 6k+ dps competitive dueler approximately translates to face tanking 6+ casuals in open world. Probably fine for a slow tanky brawler with relatively low damage, but face tanking multiples on a ranged nuke damage build that also has the best mobility in the game? Again. This is like giving Cloak to DK.Bushido2513 wrote: »I mean it does suck for duels I'll give you that. I think it sucks in general what ZOS has allowed to happen in duels. They just don't balance for that content so while it does suck there are v many other modes and views to consider.
what would shield breaker with minor and major defile do to it?
Just the fact in a optimal setup its allowing sorcs to heal through 7-9k dps and still output a acceptable amount of damage in duels is insane static is right to point this out no other class can do this without going almost full tank
This is not accurate. No Sorc is healing through 7-9k damage AND putting out sustained high DPS.
We like to point out that Sorc is only using two active abilities to "heal" Ward and Crit Surge but we all know very well that crit surge and blood magic require you to be offensive to heal. So if you're taking THAT much damage you're recasting ward EVERY gcd because if you didn't you'd be dead. And I can speak to this very well because in the PTS I dueled players putting 5-6k DPS on me with Wardens taking advantage of the new status effect changes and asylum staff. I was abusing Max Magicka stacking to test it's strength and while I was able to tank that and still output something like 2500-3000 DPS, i was definitely unable to stay offensive long enough to kill them, and I lost every fight (I'm also not a top dueler so would like to put that out there). And I was significantly more defensive than offensive in every fight that I was dealing with that high of DPS (I was not using Rallying Cry or other meta sets).
So yeah I'm sure this new ward can tank 7-9k damage per second. But it's going to be done so by going defensive in the fight. Which every class can do....
The difference you are seeing is most other classes will block cast and dodge roll damage to mitigate. Which Sorcs of course do as well. But any block casted Ward is taking full damage (artificially increasing Opponents DPS when compared to another blocking class). And dodge rolling while more effective in a 1vX scenario has it's cons when using wards in a 1v1. If you're saying an average player is outputting 3500 DPS, it takes 4 seconds to break a ward. If you dodge roll you miss an attack GCD and you're increasing the chances your Ward expires over time versus from damage received which overall is wasted stamina for that defensive cycle.
At the end of the day yes Wards need to be adjusted. But there is so much about this defensive mechanic that is being overlooked. You can't look at it like traditional healing with a health pool. It's going to artificially absorb more damage because it's temporary and you want it to take damage.
Run the same damage rotation against a templar and a Sorc and the same rotation will do more damage to the Sorc. That's just how it is.
I’ve not had any negative experiences against other sorcs so far with this going live. Theory crafting how to min/max into a perfect build is great, but impractical.
Most people won’t pour through logs to see how they can make their heals/dps bump a few more percentage points. You can do this with any class by the way, and claim a certain skill needs to be buffed/nerfed, it’s just sorc that is now in the limelight.
Most people who main sorc and play casually (like me) want more survivability without being over powered. Competitive and still engaging. That is exactly what this change accomplished. A big win for encouraging more casual players to engage with PvP.
StaticWave wrote: »Just the fact in a optimal setup its allowing sorcs to heal through 7-9k dps and still output a acceptable amount of damage in duels is insane static is right to point this out no other class can do this without going almost full tank
This is not accurate. No Sorc is healing through 7-9k damage AND putting out sustained high DPS.
We like to point out that Sorc is only using two active abilities to "heal" Ward and Crit Surge but we all know very well that crit surge and blood magic require you to be offensive to heal. So if you're taking THAT much damage you're recasting ward EVERY gcd because if you didn't you'd be dead. And I can speak to this very well because in the PTS I dueled players putting 5-6k DPS on me with Wardens taking advantage of the new status effect changes and asylum staff. I was abusing Max Magicka stacking to test it's strength and while I was able to tank that and still output something like 2500-3000 DPS, i was definitely unable to stay offensive long enough to kill them, and I lost every fight (I'm also not a top dueler so would like to put that out there). And I was significantly more defensive than offensive in every fight that I was dealing with that high of DPS (I was not using Rallying Cry or other meta sets).
So yeah I'm sure this new ward can tank 7-9k damage per second. But it's going to be done so by going defensive in the fight. Which every class can do....
The difference you are seeing is most other classes will block cast and dodge roll damage to mitigate. Which Sorcs of course do as well. But any block casted Ward is taking full damage (artificially increasing Opponents DPS when compared to another blocking class). And dodge rolling while more effective in a 1vX scenario has it's cons when using wards in a 1v1. If you're saying an average player is outputting 3500 DPS, it takes 4 seconds to break a ward. If you dodge roll you miss an attack GCD and you're increasing the chances your Ward expires over time versus from damage received which overall is wasted stamina for that defensive cycle.
At the end of the day yes Wards need to be adjusted. But there is so much about this defensive mechanic that is being overlooked. You can't look at it like traditional healing with a health pool. It's going to artificially absorb more damage because it's temporary and you want it to take damage.
Run the same damage rotation against a templar and a Sorc and the same rotation will do more damage to the Sorc. That's just how it is.
I can prove you wrong right now but I’m not gonna bother cause there’s no point.
For those who don't see why that's a problem: the intended advantage of shields is that you can preload them against incoming damage, which is something very powerful that burst heals can never do, so shield specs were given the intended drawback that it would be harder to recover if you do get chunked. Yes, you're supposed to still take execute damage when you shield up at low hp, yes you're supposed to be in the danger zone if your shield gets popped at low hp.StaticWave wrote: »Lots of ways to make Sorc survive better, but burst heal with a 15% max mag/hp scaling UNDER a shield ain’t the way.
StaticWave wrote: »Just the fact in a optimal setup its allowing sorcs to heal through 7-9k dps and still output a acceptable amount of damage in duels is insane static is right to point this out no other class can do this without going almost full tank
This is not accurate. No Sorc is healing through 7-9k damage AND putting out sustained high DPS.
We like to point out that Sorc is only using two active abilities to "heal" Ward and Crit Surge but we all know very well that crit surge and blood magic require you to be offensive to heal. So if you're taking THAT much damage you're recasting ward EVERY gcd because if you didn't you'd be dead. And I can speak to this very well because in the PTS I dueled players putting 5-6k DPS on me with Wardens taking advantage of the new status effect changes and asylum staff. I was abusing Max Magicka stacking to test it's strength and while I was able to tank that and still output something like 2500-3000 DPS, i was definitely unable to stay offensive long enough to kill them, and I lost every fight (I'm also not a top dueler so would like to put that out there). And I was significantly more defensive than offensive in every fight that I was dealing with that high of DPS (I was not using Rallying Cry or other meta sets).
So yeah I'm sure this new ward can tank 7-9k damage per second. But it's going to be done so by going defensive in the fight. Which every class can do....
The difference you are seeing is most other classes will block cast and dodge roll damage to mitigate. Which Sorcs of course do as well. But any block casted Ward is taking full damage (artificially increasing Opponents DPS when compared to another blocking class). And dodge rolling while more effective in a 1vX scenario has it's cons when using wards in a 1v1. If you're saying an average player is outputting 3500 DPS, it takes 4 seconds to break a ward. If you dodge roll you miss an attack GCD and you're increasing the chances your Ward expires over time versus from damage received which overall is wasted stamina for that defensive cycle.
At the end of the day yes Wards need to be adjusted. But there is so much about this defensive mechanic that is being overlooked. You can't look at it like traditional healing with a health pool. It's going to artificially absorb more damage because it's temporary and you want it to take damage.
Run the same damage rotation against a templar and a Sorc and the same rotation will do more damage to the Sorc. That's just how it is.
I can prove you wrong right now but I’m not gonna bother cause there’s no point.
Do you recognize the fact that shields take full damage when block casting versus health pools that take decreased damage when block casting? That isn't up for debate it's hard facts.
So how can you say that DPS number for attacks against shields and health are going to be the same? I get you want your side of things to be correct, but let's not ignore facts now...
The mechanic of a shield is to absorb damage not avoid the damage entirely. Plus with bastion added into the mix it's taking an additional 15% damage from the Non-damage oriented Red tree artificially increasing DPS done.
Like sorry but you're wrong. Shielded players are effected by a higher DPS than non shielded players. Numbers are Numbers.
@Jsmalls also try doing this on damage arc with only Impervious Ward. Good luck.StaticWave wrote: »You know what? Please hop on every other class, remove all HoTs, and only use a burst heal. Please go tank 7k DPS while in a full damage build for me, while still doing 3k+ DPS. If you can do that I will tell the mods to delete this thread.
xylena_lazarow wrote: »@Jsmalls also try doing this on damage arc with only Impervious Ward. Good luck.StaticWave wrote: »You know what? Please hop on every other class, remove all HoTs, and only use a burst heal. Please go tank 7k DPS while in a full damage build for me, while still doing 3k+ DPS. If you can do that I will tell the mods to delete this thread.
Replacing the burst heal with passive Major Prophecy/Savagery on Ward could potentially solve all these issues, the only thing I wouldn't like about that is it leaves stam sorcs in the dust, but it's simplest I can think of.We got a burst heal that we can't slot due to bar space, we didn't get major prophecy, but ward got overloaded.