I agree with you that there aren't many NBs that use cloak "permanently". If someone is doing that, then they are mostly PvE players who want to traverse PvP zone without being seen to avoid PvP entirely & I don't see how it is an issue. And if even something like this happen then it is more or less a combination of cloak & crouch.Quoted post has been removed.
You seem to be another NB, like me. Still, I have to concur with the opposition that you're wrong on this point. I've built my life around perma-cloaking for 9 years. I've been a magblade when it was an underdog and I still play it now that it's decent. My build remains off meta. I play it because I enjoy the playstyle, not to be at the competitive edge. There are many reasons why you might do this, from being a beginner, to avoiding aggro in IC and around NPC guards, to the sheer joy of being fast in cloak and going where you want, unseen, unhindered, fast, in a straight line, without NPC nor player aggro.Quoted post has been removed.
Well, so you're saying perma-cloaking is a pointless cheese tactic? If you only seek combat in open world, like you do in a Deathmatch BG, then I can see how you would call it that. To me, it is not. To me it is flexible. It allows me to avoid PvP and NPC trash equally when I want to boss farm in IC. It allows me to engage on my terms. Have a duel or an occasional 1vX, but zerg at other times, burn siege, gank siegers, and so on.Quoted post has been removed.
Should've gotten the "against monsters" treatment that Azureblight got.warm_blanket wrote: »The delay to tarnished is a start but not quite enough.
universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
You seem to be another NB, like me. Still, I have to concur with the opposition that you're wrong on this point. I've built my life around perma-cloaking for 9 years. I've been a magblade when it was an underdog and I still play it now that it's decent. My build remains off meta. I play it because I enjoy the playstyle, not to be at the competitive edge. There are many reasons why you might do this, from being a beginner, to avoiding aggro in IC and around NPC guards, to the sheer joy of being fast in cloak and going where you want, unseen, unhindered, fast, in a straight line, without NPC nor player aggro.Quoted post has been removed.
Another side effect of perma-cloaking, which you only discover when you do it all the time, is how gank-proof that makes you. I'm almost as fast as a mount in cloak. Thus I don't ride. I don't get shot off a horse with a ranged Tarnished / Winterborn / whatever gank. Cloaking when you might get detected only works if you see the enemy. For a measure of gank protection you, then, need other solutions, such as health >= 30K and less light armor. I frequently run 25K health or lower, because I can. What perma-cloaking buys me is a nice, sustainy playstyle that comes along with that. I don't sacrifice my health for damage, but for sustain, because that plays nicely.Well, so you're saying perma-cloaking is a pointless cheese tactic? If you only seek combat in open world, like you do in a Deathmatch BG, then I can see how you would call it that. To me, it is not. To me it is flexible. It allows me to avoid PvP and NPC trash equally when I want to boss farm in IC. It allows me to engage on my terms. Have a duel or an occasional 1vX, but zerg at other times, burn siege, gank siegers, and so on.Quoted post has been removed.
Maybe it's this last point that other players take the most issue with. That there is a class that is so much in control of their destiny, if played well. I say that dying as a nightblade is always your fault. With enough experience and situational awareness, Cloak should allow you to get away. That said, you are typically the squishiest player on the battlefield. Your main defense is reading the situation and it is precisely to get away with Cloak. Otherwise you're the party that is dead every single time.
Some players seem to genuinely hate that last part with a passion, possibly regardless of whether that NB is also a threat. They consider invisibility OP and against the spirit of RPGs in general, despite ESO having a 10-year history of integrating invisibility and invisibility counters into the game. Ironically ZOS' current proposal will make nightblades even stealthier, since you won't hear them cloak every 3 seconds anymore. I've dodge rolled melee gankers, when I heard them cloak, but never mind that.
What bothers me the most are the unclear goals and motivations of both ZOS and players. Everyone leads with "a Cloak change is clearly necessary" and proceeds from there. No, it's not. One player has conceded that they are not concerned with my playstyle. They also conceded that a ramping cost would not nerf bow ganking nor brawlerblades much, if at all. Arguably ZOS' change won't do that either. In fact, I think it's a buff to bow ganking. In terms of actual combat balance, I remain unclear and annoyed as to why a Cloak change is on the table at all.
MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
MashmalloMan wrote: »MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
Original Critical Surge scaled based on direct critical damage done and had a 0.25s cooldown, felt similar to how Briarheart works. I highly doubt ZOS would go back to that design because they changed it to 1s based on any critical hit for a flat value.
I think the current design is fine if a few tweaks were made, I'm not saying you're wrong, but overall they're already very strong abilities in terms of a HOT. Comparing Polar Wind to Power Surge is a very odd comparison because it's a health scaling heal that effects an additional target vs effecting 6 targets with no scaling, they're not really the same category and Polar Wind has been overdue for a nerf for years.
For starters, Sorc needs a class sourced version of Major Prophecy + Savagery to pair with the Minor version. Bound Armaments makes the most sense to me, although Curse.. or even Streak for slotting on either bar could work too. As a comparison, Shadowy Disguise got Prophecy/Savagery and monster damage done added since it's largely a pvp utility skill you won't find useful in pve. You can apply the same logic for Streak and BOL.
Change Critical Surge to scale based on highest offensive stats. Hopefully the dynamic would become tank/healer can still use it for the same or slightly lesser value as live's 3300, but damage dealers would see a decent increase which modernizes it for the extra health and damage we take now vs the last time it was changed before CP 2.0. Bump it up to 60s instead of 33s. ZOS previously mentioned intentions of reducing buff management, only to change like 3 abilities.. Lotus Flower, Chanelled Focus, and Molten Armaments. What happened to everything else? I'm fine with the 1s GCD.
For Power Surge leave the heal as a flat value because healers don't typically have the opportunity to stack high offensive stats so it would probably just end up in a nerf (although I'm not married to this idea), can still scale from crit chance, crit healing, and healing done, change the tick frequency from 3s to 2s to better align with HOTs that it requires to proc from, then change the duration from 33s to 30s... or 20s if it became a really strong aoe hot.
All that said, you want to get real boring with it, you could remove the Crit requirement all together like Siphoning Attacks, but I think that would completely destroy the identity of the skill and it would receive heavy nerfs to its tooltip to justify the guaranteed ticks. I'm completely against making Crit Surge effect 4 people because that would NUKE it. The fact that it only effects yourself is why it has a 3.3k tooltip, which although I think should improve, could not work as a 4 person 60s duration HOT.
I've been trying to explain this to people. I'm basically married to the Atro mundus, 1x cost reduction enchant, Breton, no vampire, 5x light armor and very high sustain food (Hissmir Fisheye Rye) on live. This is enough for full cloak uptime and, with Siphoning Attacks, near full RAT uptime while cloaked and out of combat. I'm not actually sacrificing an armor set, but the other sacrifices add up.DrSlaughtr wrote: »You seem to be another NB, like me. Still, I have to concur with the opposition that you're wrong on this point. I've built my life around perma-cloaking for 9 years. I've been a magblade when it was an underdog and I still play it now that it's decent. My build remains off meta. I play it because I enjoy the playstyle, not to be at the competitive edge. There are many reasons why you might do this, from being a beginner, to avoiding aggro in IC and around NPC guards, to the sheer joy of being fast in cloak and going where you want, unseen, unhindered, fast, in a straight line, without NPC nor player aggro.Quoted post has been removed.
Another side effect of perma-cloaking, which you only discover when you do it all the time, is how gank-proof that makes you. I'm almost as fast as a mount in cloak. Thus I don't ride. I don't get shot off a horse with a ranged Tarnished / Winterborn / whatever gank. Cloaking when you might get detected only works if you see the enemy. For a measure of gank protection you, then, need other solutions, such as health >= 30K and less light armor. I frequently run 25K health or lower, because I can. What perma-cloaking buys me is a nice, sustainy playstyle that comes along with that. I don't sacrifice my health for damage, but for sustain, because that plays nicely.Well, so you're saying perma-cloaking is a pointless cheese tactic? If you only seek combat in open world, like you do in a Deathmatch BG, then I can see how you would call it that. To me, it is not. To me it is flexible. It allows me to avoid PvP and NPC trash equally when I want to boss farm in IC. It allows me to engage on my terms. Have a duel or an occasional 1vX, but zerg at other times, burn siege, gank siegers, and so on.Quoted post has been removed.
Maybe it's this last point that other players take the most issue with. That there is a class that is so much in control of their destiny, if played well. I say that dying as a nightblade is always your fault. With enough experience and situational awareness, Cloak should allow you to get away. That said, you are typically the squishiest player on the battlefield. Your main defense is reading the situation and it is precisely to get away with Cloak. Otherwise you're the party that is dead every single time.
Some players seem to genuinely hate that last part with a passion, possibly regardless of whether that NB is also a threat. They consider invisibility OP and against the spirit of RPGs in general, despite ESO having a 10-year history of integrating invisibility and invisibility counters into the game. Ironically ZOS' current proposal will make nightblades even stealthier, since you won't hear them cloak every 3 seconds anymore. I've dodge rolled melee gankers, when I heard them cloak, but never mind that.
What bothers me the most are the unclear goals and motivations of both ZOS and players. Everyone leads with "a Cloak change is clearly necessary" and proceeds from there. No, it's not. One player has conceded that they are not concerned with my playstyle. They also conceded that a ramping cost would not nerf bow ganking nor brawlerblades much, if at all. Arguably ZOS' change won't do that either. In fact, I think it's a buff to bow ganking. In terms of actual combat balance, I remain unclear and annoyed as to why a Cloak change is on the table at all.
If you're building enough recovery, along with siphoning+rally spamming, in order to completely negative the cost of hitting Shadowy Disguise every two-ish seconds, then you are the exception, not the rule, and you are giving up a lot more than some health to do so.
That that is 100% okay! The problem is with other players who think 1) what you do is typical player behavior, and 2) there are no drawbacks to going that hard into constantly hitting those skills.
Without knowing what you are doing to attain that level of sustain, I can only imagine your DPS output is less than most (which is also okay. If you are clever and good at targeting, you know who to hit and who not to.)
I think shields are a little overtuned on live because of scribing. I do think they should be adjusted a little. My reasons for it have nothing to do with the players who go all in on shields and run around spamming 100% shields while light attacking air. They are the very small minority, and the game should never be balanced against them.
So if someone decides to wear every sustain set possible and blast recovery skills just so they can stay invisible all the time, I say more power to them, but that isn't typical behavior.
MincMincMinc wrote: »MashmalloMan wrote: »MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
Original Critical Surge scaled based on direct critical damage done and had a 0.25s cooldown, felt similar to how Briarheart works. I highly doubt ZOS would go back to that design because they changed it to 1s based on any critical hit for a flat value.
I think the current design is fine if a few tweaks were made, I'm not saying you're wrong, but overall they're already very strong abilities in terms of a HOT. Comparing Polar Wind to Power Surge is a very odd comparison because it's a health scaling heal that effects an additional target vs effecting 6 targets with no scaling, they're not really the same category and Polar Wind has been overdue for a nerf for years.
For starters, Sorc needs a class sourced version of Major Prophecy + Savagery to pair with the Minor version. Bound Armaments makes the most sense to me, although Curse.. or even Streak for slotting on either bar could work too. As a comparison, Shadowy Disguise got Prophecy/Savagery and monster damage done added since it's largely a pvp utility skill you won't find useful in pve. You can apply the same logic for Streak and BOL.
Change Critical Surge to scale based on highest offensive stats. Hopefully the dynamic would become tank/healer can still use it for the same or slightly lesser value as live's 3300, but damage dealers would see a decent increase which modernizes it for the extra health and damage we take now vs the last time it was changed before CP 2.0. Bump it up to 60s instead of 33s. ZOS previously mentioned intentions of reducing buff management, only to change like 3 abilities.. Lotus Flower, Chanelled Focus, and Molten Armaments. What happened to everything else? I'm fine with the 1s GCD.
For Power Surge leave the heal as a flat value because healers don't typically have the opportunity to stack high offensive stats so it would probably just end up in a nerf (although I'm not married to this idea), can still scale from crit chance, crit healing, and healing done, change the tick frequency from 3s to 2s to better align with HOTs that it requires to proc from, then change the duration from 33s to 30s... or 20s if it became a really strong aoe hot.
All that said, you want to get real boring with it, you could remove the Crit requirement all together like Siphoning Attacks, but I think that would completely destroy the identity of the skill and it would receive heavy nerfs to its tooltip to justify the guaranteed ticks. I'm completely against making Crit Surge effect 4 people because that would NUKE it. The fact that it only effects yourself is why it has a 3.3k tooltip, which although I think should improve, could not work as a 4 person 60s duration HOT.
Boggles my mind that NB has prophecy and minor expedition now.....major+immunity predator
MincMincMinc wrote: »MashmalloMan wrote: »MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
Original Critical Surge scaled based on direct critical damage done and had a 0.25s cooldown, felt similar to how Briarheart works. I highly doubt ZOS would go back to that design because they changed it to 1s based on any critical hit for a flat value.
I think the current design is fine if a few tweaks were made, I'm not saying you're wrong, but overall they're already very strong abilities in terms of a HOT. Comparing Polar Wind to Power Surge is a very odd comparison because it's a health scaling heal that effects an additional target vs effecting 6 targets with no scaling, they're not really the same category and Polar Wind has been overdue for a nerf for years.
For starters, Sorc needs a class sourced version of Major Prophecy + Savagery to pair with the Minor version. Bound Armaments makes the most sense to me, although Curse.. or even Streak for slotting on either bar could work too. As a comparison, Shadowy Disguise got Prophecy/Savagery and monster damage done added since it's largely a pvp utility skill you won't find useful in pve. You can apply the same logic for Streak and BOL.
Change Critical Surge to scale based on highest offensive stats. Hopefully the dynamic would become tank/healer can still use it for the same or slightly lesser value as live's 3300, but damage dealers would see a decent increase which modernizes it for the extra health and damage we take now vs the last time it was changed before CP 2.0. Bump it up to 60s instead of 33s. ZOS previously mentioned intentions of reducing buff management, only to change like 3 abilities.. Lotus Flower, Chanelled Focus, and Molten Armaments. What happened to everything else? I'm fine with the 1s GCD.
For Power Surge leave the heal as a flat value because healers don't typically have the opportunity to stack high offensive stats so it would probably just end up in a nerf (although I'm not married to this idea), can still scale from crit chance, crit healing, and healing done, change the tick frequency from 3s to 2s to better align with HOTs that it requires to proc from, then change the duration from 33s to 30s... or 20s if it became a really strong aoe hot.
All that said, you want to get real boring with it, you could remove the Crit requirement all together like Siphoning Attacks, but I think that would completely destroy the identity of the skill and it would receive heavy nerfs to its tooltip to justify the guaranteed ticks. I'm completely against making Crit Surge effect 4 people because that would NUKE it. The fact that it only effects yourself is why it has a 3.3k tooltip, which although I think should improve, could not work as a 4 person 60s duration HOT.
I compare them as they are the main heal options for the classes assuming hardened will be cut down based on who I was originally responding to. I also would expect hardened to be gutted at some point in the future.
Scaling wise, I would rather heals scale with max stats to incentivize other builds while bringing tension back to the Max Mag and Stam. I really dont like the concept of flat non scaling skills with a generic cooldown limitation on top of a chance event. Obviously I would prefer the old version of the skill because the heals were situational and skill based. It was sorc's anti group defense and 1vX potential. >>> give me a reason to not just stack pen, wd, and max hp
Its silly at this point that prophecy isn't on sorc yet considering crit surge needs it lol. Boggles my mind that NB has prophecy and minor expedition now..... What ever happened to sorc being the speedy movement class? >>even warden beats out sorc speed with 6s major+immunity predator.
Sorc is one thing, but stamsorc is in such a terrible place when it comes to this. Its bad enough I only play it solo and just swap to stamden for small group play because my self heals more than double while also healing allies for the same amount. Streak is the only reason I go back to sorc for solo fun/nostalgia. Even Static and I have been battling for months to get a decent feeling build going.
DrSlaughtr wrote: »MincMincMinc wrote: »MashmalloMan wrote: »MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
Original Critical Surge scaled based on direct critical damage done and had a 0.25s cooldown, felt similar to how Briarheart works. I highly doubt ZOS would go back to that design because they changed it to 1s based on any critical hit for a flat value.
I think the current design is fine if a few tweaks were made, I'm not saying you're wrong, but overall they're already very strong abilities in terms of a HOT. Comparing Polar Wind to Power Surge is a very odd comparison because it's a health scaling heal that effects an additional target vs effecting 6 targets with no scaling, they're not really the same category and Polar Wind has been overdue for a nerf for years.
For starters, Sorc needs a class sourced version of Major Prophecy + Savagery to pair with the Minor version. Bound Armaments makes the most sense to me, although Curse.. or even Streak for slotting on either bar could work too. As a comparison, Shadowy Disguise got Prophecy/Savagery and monster damage done added since it's largely a pvp utility skill you won't find useful in pve. You can apply the same logic for Streak and BOL.
Change Critical Surge to scale based on highest offensive stats. Hopefully the dynamic would become tank/healer can still use it for the same or slightly lesser value as live's 3300, but damage dealers would see a decent increase which modernizes it for the extra health and damage we take now vs the last time it was changed before CP 2.0. Bump it up to 60s instead of 33s. ZOS previously mentioned intentions of reducing buff management, only to change like 3 abilities.. Lotus Flower, Chanelled Focus, and Molten Armaments. What happened to everything else? I'm fine with the 1s GCD.
For Power Surge leave the heal as a flat value because healers don't typically have the opportunity to stack high offensive stats so it would probably just end up in a nerf (although I'm not married to this idea), can still scale from crit chance, crit healing, and healing done, change the tick frequency from 3s to 2s to better align with HOTs that it requires to proc from, then change the duration from 33s to 30s... or 20s if it became a really strong aoe hot.
All that said, you want to get real boring with it, you could remove the Crit requirement all together like Siphoning Attacks, but I think that would completely destroy the identity of the skill and it would receive heavy nerfs to its tooltip to justify the guaranteed ticks. I'm completely against making Crit Surge effect 4 people because that would NUKE it. The fact that it only effects yourself is why it has a 3.3k tooltip, which although I think should improve, could not work as a 4 person 60s duration HOT.
Boggles my mind that NB has prophecy and minor expedition now.....major+immunity predator
I posted a video comparing with and without minor expedition in a race. Two runs sync'd with a timer using the same character. I received them between two lights on a path in craglorn. It was a good amount of distance.
In the end, minor expedition was about 0.30 seconds faster. It's not very impactful. It's nice to have but if you take the skill off it's nearly visually unnoticeable.
DrSlaughtr wrote: »MincMincMinc wrote: »MashmalloMan wrote: »MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
Original Critical Surge scaled based on direct critical damage done and had a 0.25s cooldown, felt similar to how Briarheart works. I highly doubt ZOS would go back to that design because they changed it to 1s based on any critical hit for a flat value.
I think the current design is fine if a few tweaks were made, I'm not saying you're wrong, but overall they're already very strong abilities in terms of a HOT. Comparing Polar Wind to Power Surge is a very odd comparison because it's a health scaling heal that effects an additional target vs effecting 6 targets with no scaling, they're not really the same category and Polar Wind has been overdue for a nerf for years.
For starters, Sorc needs a class sourced version of Major Prophecy + Savagery to pair with the Minor version. Bound Armaments makes the most sense to me, although Curse.. or even Streak for slotting on either bar could work too. As a comparison, Shadowy Disguise got Prophecy/Savagery and monster damage done added since it's largely a pvp utility skill you won't find useful in pve. You can apply the same logic for Streak and BOL.
Change Critical Surge to scale based on highest offensive stats. Hopefully the dynamic would become tank/healer can still use it for the same or slightly lesser value as live's 3300, but damage dealers would see a decent increase which modernizes it for the extra health and damage we take now vs the last time it was changed before CP 2.0. Bump it up to 60s instead of 33s. ZOS previously mentioned intentions of reducing buff management, only to change like 3 abilities.. Lotus Flower, Chanelled Focus, and Molten Armaments. What happened to everything else? I'm fine with the 1s GCD.
For Power Surge leave the heal as a flat value because healers don't typically have the opportunity to stack high offensive stats so it would probably just end up in a nerf (although I'm not married to this idea), can still scale from crit chance, crit healing, and healing done, change the tick frequency from 3s to 2s to better align with HOTs that it requires to proc from, then change the duration from 33s to 30s... or 20s if it became a really strong aoe hot.
All that said, you want to get real boring with it, you could remove the Crit requirement all together like Siphoning Attacks, but I think that would completely destroy the identity of the skill and it would receive heavy nerfs to its tooltip to justify the guaranteed ticks. I'm completely against making Crit Surge effect 4 people because that would NUKE it. The fact that it only effects yourself is why it has a 3.3k tooltip, which although I think should improve, could not work as a 4 person 60s duration HOT.
Boggles my mind that NB has prophecy and minor expedition now.....major+immunity predator
I posted a video comparing with and without minor expedition in a race. Two runs sync'd with a timer using the same character. I received them between two lights on a path in craglorn. It was a good amount of distance.
In the end, minor expedition was about 0.30 seconds faster. It's not very impactful. It's nice to have but if you take the skill off it's nearly visually unnoticeable.
MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
@ZOS_Kevin could you pass along the player feedback of making the effects of Ghostly Embrace's circles cumulative for example:
1st Circle: DoT
2nd Circle: DoT+Chilled
3rd Cirlce: DoT+Chilled+Corpse
Comparison of the value and damage of this skill, Burning Talons, and Acid Spray seem similar on paper but in reality the damage you will do with Ghostly Embrace will almost always be much less than the other two since you will rarely hit anything with all 3 circles.
As it is now Burning Talons will always hit everything within 6 meters of the caster dealing its full damage, DoT, cc, and synergy if you have another player. Acid Spray has a 20 meter range and will deal its full damage and DoT to anything within that 20 meter range.
Ghostly Embrace has an 18 meter range split into 3. So just 6 meters, the 7-12m section is the only one to deal DoT damage. Each circle does half of the damage Burning Talons and Acid Spray does so to deal equivalent damage you have to hit the target with 2 circles which is difficult, and Burning Talons is still clearly the better skill for its ease of use, having the immobilize cc, and synergy attached to it. The only time Ghostly Embrace might be considered better is if you hit the target with all 3 sections which will not happen often. Most uses of this skill will result in half the damage and one of the 3 new effects for the same Magicka cost.
Making Ghostly Embrace cumulative with all 3 sections applying the DoT will make it more consistent, rewarding for landing the further patches, and comparable in value to the other 2 skills listed in the patch notes.
Joy_Division wrote: »MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
Trying to compare a busted burst heal skill in Polar Wind to the Sorcerer's skill whose primary function is providing major sorcerery/brutality of course is going to provide a vast differnce in healing.
Polar wind is thr primary survival skill wardens use and that is best compared to Hardened Ward, which is the primary skill Sorcerers. Both are incredibly strong, skills that even make Cloaking NBs jealous, and as such neither Wardens nor sorcerers need a buff for survivability in group combat.
CameraBeardThePirate wrote: »DrSlaughtr wrote: »MincMincMinc wrote: »MashmalloMan wrote: »MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
Original Critical Surge scaled based on direct critical damage done and had a 0.25s cooldown, felt similar to how Briarheart works. I highly doubt ZOS would go back to that design because they changed it to 1s based on any critical hit for a flat value.
I think the current design is fine if a few tweaks were made, I'm not saying you're wrong, but overall they're already very strong abilities in terms of a HOT. Comparing Polar Wind to Power Surge is a very odd comparison because it's a health scaling heal that effects an additional target vs effecting 6 targets with no scaling, they're not really the same category and Polar Wind has been overdue for a nerf for years.
For starters, Sorc needs a class sourced version of Major Prophecy + Savagery to pair with the Minor version. Bound Armaments makes the most sense to me, although Curse.. or even Streak for slotting on either bar could work too. As a comparison, Shadowy Disguise got Prophecy/Savagery and monster damage done added since it's largely a pvp utility skill you won't find useful in pve. You can apply the same logic for Streak and BOL.
Change Critical Surge to scale based on highest offensive stats. Hopefully the dynamic would become tank/healer can still use it for the same or slightly lesser value as live's 3300, but damage dealers would see a decent increase which modernizes it for the extra health and damage we take now vs the last time it was changed before CP 2.0. Bump it up to 60s instead of 33s. ZOS previously mentioned intentions of reducing buff management, only to change like 3 abilities.. Lotus Flower, Chanelled Focus, and Molten Armaments. What happened to everything else? I'm fine with the 1s GCD.
For Power Surge leave the heal as a flat value because healers don't typically have the opportunity to stack high offensive stats so it would probably just end up in a nerf (although I'm not married to this idea), can still scale from crit chance, crit healing, and healing done, change the tick frequency from 3s to 2s to better align with HOTs that it requires to proc from, then change the duration from 33s to 30s... or 20s if it became a really strong aoe hot.
All that said, you want to get real boring with it, you could remove the Crit requirement all together like Siphoning Attacks, but I think that would completely destroy the identity of the skill and it would receive heavy nerfs to its tooltip to justify the guaranteed ticks. I'm completely against making Crit Surge effect 4 people because that would NUKE it. The fact that it only effects yourself is why it has a 3.3k tooltip, which although I think should improve, could not work as a 4 person 60s duration HOT.
Boggles my mind that NB has prophecy and minor expedition now.....major+immunity predator
I posted a video comparing with and without minor expedition in a race. Two runs sync'd with a timer using the same character. I received them between two lights on a path in craglorn. It was a good amount of distance.
In the end, minor expedition was about 0.30 seconds faster. It's not very impactful. It's nice to have but if you take the skill off it's nearly visually unnoticeable.
What a silly way to measure the impact of movement speed.
The impact of movement speed comes from the fact that if you have more movement speed percentage than your opponent (even just a few % points), you can dance in and out of their melee range with nothing they can do about it. If you move away from them, they literally cannot hit you, because you are faster than them and they will not be able to catch you to bring you back into range. It doesn't matter if the difference is slight, because once you're out of range that's it - unless they have more speed or a gap close they aren't catching you with melee abilities.
A lot of players are not honest when it comes to class balancing in pvp, as they just want to shine with their main character and be able to 1vX everything. Problem is not underpowered classes (as good builds exist for everyone). Problem is overpowered classes.
Let’s be honest and let’s try to understand what the current pvp state. Let’s considered bruiser playstyle and same level of skills.
It is simply IMPOSSIBLE for other classes to beat Sorc and NB : insane mobility, insane shield (sorc) and heal (NB – crit heal) and insane damage.
I must say that SORC & NB are a bit different. I am no SORC player but I tried MagSorc and they are so super easy to play. I did 10 bg, I 1vX people (sometimes 1v6) and I just don’t die… and get some descent kills : spam shield, spam healing soul, wait for cristal, burst with Energy Overload and sustain… and repeat ! NB bruiser requires some training and advanced skills, but after training, lol, you can just mock everyone else (except sorc).
So we can all think: what is the point today playing pvp with other classes if I don’t stand a chance vs Sorc and NB. If I want to be competitive, should I stop playing my templar, my necro, my stamden, my DK ? What is the point when, even if I am an advanced player, It will be simply IMPOSSIBLE for me to kill a NB or a sorc ? and worst, I know that I will be deleted by those classes.
(2 classes can try, StamArc (Jerall Mountain build maybe) and MagDen (Nothern Storm + Acuity fb +Sachleel bb), but at the end they will lose.)
“Pyrebrand” set is a good example of things I don't understand. It will be nerfed with next update : minus 18% dmg. A skilled bruiser DK with pyrebrand still doesn’t stand a chance vs a skilled bruiser sorc or NB with basic build (wv, ow, rallying, balorgh, crafty...). So why nerfing pyrebrand ? Class sets could be a nice way to balance class and to give a chance to remain competitive for templar, necro, DK...
I believe that PVP must be balanced to maintain high interest to play with all the classes and that none of them should have it all. Sorc and NB have it all today, so they must lost something: maybe dmg, maybe mobility, maybe shield/heal… I let you decide.
And btw, minus 5% heal on shield sorc won't change a thing...
DrSlaughtr wrote: »CameraBeardThePirate wrote: »DrSlaughtr wrote: »MincMincMinc wrote: »MashmalloMan wrote: »MincMincMinc wrote: »universal_wrath wrote: »This comment is for sorcerer class exclusivly.
Sorcerer shield healing nerf, why? The whole point of this healing part from the begining is that sorcerer (especialy non pet) were lacking healing power since pet sorc would most likely use twlight. If you think the healing scale too far, you can simply put cap and solve the issue of "too much healing". Another solution is to give sorcerer an actual healing skill that us not a pet or cast time.
Also, negate? Both morphs and base skill are hardly ever used except for very very specific situations in PvP.
Another useless sorcerer skill is power surge, now dragonknights have there own better version of power surge, why this skill is still the same useless morph?
Another skill that is in a weird spot is mages fury, the only excute skill in the game that does not have excution modifier, instead given flat number making it much weaker than excute skills. Even worse is one morph thst us supposed to be be the "extra damage morph" is only dealing more dmg to surrounding enemies while other morph return resources, needless to say the latter morph is much better in both PvE and PvP. This skill sould be looked at and addressed according to what it is supposed to do.
Last skill is escape bolt, why is this skill still not functions like its better counterpart mist form where you choost a target location instead of being lock on the full 15m distance? Furthermore, why streak still does not have a targeting option as well as the free aim one? It would be a quality imporvment that will let sorcerer use its offensive cc streak as intended straight into the targets face or back instead of going going though to other side only to run back to target again in which they already broken free of cc. This location targeting/enemy targeting will make escape bolt a better skill easily used in conjuction with armor sets/skills in the game.
Anyone who takes 5 mins and throws together builds to compare a sorc with power surge vs a warden with polar wind could see the vast difference in class heals. Even if you compare crit surge to polar wind it is not even worth slotting by comparison. The main issue with both morphs of surge is that they require investment into crit, then require a crit to occur, which requires ticks per second, which then has a cooldown baked on to it. Only to just be a single target heal that is sub par after HEAVY amounts of build investment. Compare that to polar wind, where it scales off the easiest and most prevalent stat in the game. Acts as a burst, hot, and heals allies while also giving you major mending at low hp.
I would like to see both morphs have their cooldown removed since you already have the crit chance based cooldown.(opens up incentive to not just stack pen and wd on builds.) Then make power surge the large group 12p morph triggering off outgoing heal crits and crit surge the small group 4p morph that triggers off your outgoing damage.
This would at least help give sorcs a place in group combat. Right now they can only contribute damage, where other classes contribute the same damage + heals.
Original Critical Surge scaled based on direct critical damage done and had a 0.25s cooldown, felt similar to how Briarheart works. I highly doubt ZOS would go back to that design because they changed it to 1s based on any critical hit for a flat value.
I think the current design is fine if a few tweaks were made, I'm not saying you're wrong, but overall they're already very strong abilities in terms of a HOT. Comparing Polar Wind to Power Surge is a very odd comparison because it's a health scaling heal that effects an additional target vs effecting 6 targets with no scaling, they're not really the same category and Polar Wind has been overdue for a nerf for years.
For starters, Sorc needs a class sourced version of Major Prophecy + Savagery to pair with the Minor version. Bound Armaments makes the most sense to me, although Curse.. or even Streak for slotting on either bar could work too. As a comparison, Shadowy Disguise got Prophecy/Savagery and monster damage done added since it's largely a pvp utility skill you won't find useful in pve. You can apply the same logic for Streak and BOL.
Change Critical Surge to scale based on highest offensive stats. Hopefully the dynamic would become tank/healer can still use it for the same or slightly lesser value as live's 3300, but damage dealers would see a decent increase which modernizes it for the extra health and damage we take now vs the last time it was changed before CP 2.0. Bump it up to 60s instead of 33s. ZOS previously mentioned intentions of reducing buff management, only to change like 3 abilities.. Lotus Flower, Chanelled Focus, and Molten Armaments. What happened to everything else? I'm fine with the 1s GCD.
For Power Surge leave the heal as a flat value because healers don't typically have the opportunity to stack high offensive stats so it would probably just end up in a nerf (although I'm not married to this idea), can still scale from crit chance, crit healing, and healing done, change the tick frequency from 3s to 2s to better align with HOTs that it requires to proc from, then change the duration from 33s to 30s... or 20s if it became a really strong aoe hot.
All that said, you want to get real boring with it, you could remove the Crit requirement all together like Siphoning Attacks, but I think that would completely destroy the identity of the skill and it would receive heavy nerfs to its tooltip to justify the guaranteed ticks. I'm completely against making Crit Surge effect 4 people because that would NUKE it. The fact that it only effects yourself is why it has a 3.3k tooltip, which although I think should improve, could not work as a 4 person 60s duration HOT.
Boggles my mind that NB has prophecy and minor expedition now.....major+immunity predator
I posted a video comparing with and without minor expedition in a race. Two runs sync'd with a timer using the same character. I received them between two lights on a path in craglorn. It was a good amount of distance.
In the end, minor expedition was about 0.30 seconds faster. It's not very impactful. It's nice to have but if you take the skill off it's nearly visually unnoticeable.
What a silly way to measure the impact of movement speed.
The impact of movement speed comes from the fact that if you have more movement speed percentage than your opponent (even just a few % points), you can dance in and out of their melee range with nothing they can do about it. If you move away from them, they literally cannot hit you, because you are faster than them and they will not be able to catch you to bring you back into range. It doesn't matter if the difference is slight, because once you're out of range that's it - unless they have more speed or a gap close they aren't catching you with melee abilities.
It's not a silly way to measure it. It's measuring it. It's specific data rather than general assumptions.
Yes it's better than not having it. No it doesn't let you dance around opponents and flee from melee range. To do that you need other sources of speed, like wild hunt.
Major expedition is much more effective.
I run 3 Swift + major and minor expedition + speed relevant cp. I'm fast but far from the fastest on the field. If I put on WH with the same set up I'm a blur.
If you have a better way of demonstration the effect of minor expedition, then by all means share! I'm very interested to see.