MincMincMinc wrote: »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.
I thought I already responded to this, sorry.
I was comparing polar to surge because the previous conversation was about the hardened ward nerf or impending nerfs. IMO bouncing between stamsorc and better stamsorc(warden) polar wind is comparable to hardened(burst) and critsurge(hot). I can try to pull numbers next time i play them.....though I think we all know polar is ridiculous with how easy it is to sit at 50khp on any pvp build these days. My main gripe is that sorc and more so stamsorc has absolutely nothing you can do to help allies and a change to power surge would be nice. Its bad enough my group has me swap of stamsorc and one of our other guys swaps off templar for warden off heals.
I actually wonder about comparing a max mag and a max health(pen/sd) mag sorc build. Curious on the scaling of ward one vs the other. (in general wd is 40% more damage per line vs max stat and pen is 80% more damage per line so there could be damage gains)
Nethervoid wrote: »I have realized that with the previous change of moving Veiled Strike to Assassination skill tree from Shadow and now with the Cloak nerf it's near impossible for my Stamina Nightblade to have a reasonable access to the Shadow passive "Shadow Barrier" that gives us Major Resolve. Since every single Shadow ability now costs Magicka and cloak being expensive I cannot keep up my Major Resolve. Therefore I think at least 1 ability morph on the Shadow skill tree should be turned into a Stamina ability. Currently Magicka Nightblades are already stronger and now with the cloak change stamina nightblades simply no longer have enough Magicka resource to even have Major Resolve most of the fight. My suggestion would be to change either Mirage or Phantasmal Escape into a stamina morph so that at least Stamina Nightblades are not completely destroyed after this change.
On a second note: Necromancer needs immediate further buffs. There are 2 major problems with the class that can be fixed as follows:
1) The class has no strong spammable skill. Flaming Skull is a joke. It's maybe OK in PVE i have no idea but in terms of PVP necro needs a very good spammable. So either change Flaming Skull OR even better change Hungry Scythe into an Execute ability. That would be thematic and cool to "reap" low hp people with a scythe. Necro is lacking in the department of "awesome" looking/feeling abilities anyways.
2) Speaking of looking/feeling bad the class has 2 "tether" abilities that are both unreliable and comical to be honest. I don't want to "tether" myself to a corpse. No one is gonna stand in that tether and to REITERATE it LOOKS BAD. So remove the tether element from both Shocking Siphon and Restoring Tether and make them both give benefits on the character itself. A nice example is the new necro set that allows the necro himself to be the corpse which LOOKS and FEELS awesome and that you actually can use these abilities to their full potential this way. I think this should be the standard of these skills. Necro should drain the corpse (maybe a 0.4 second cast time can be put in place here) and the benefit should "stick" on the necro himself.
Joy_Division wrote: »MincMincMinc wrote: »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.
I thought I already responded to this, sorry.
I was comparing polar to surge because the previous conversation was about the hardened ward nerf or impending nerfs. IMO bouncing between stamsorc and better stamsorc(warden) polar wind is comparable to hardened(burst) and critsurge(hot). I can try to pull numbers next time i play them.....though I think we all know polar is ridiculous with how easy it is to sit at 50khp on any pvp build these days. My main gripe is that sorc and more so stamsorc has absolutely nothing you can do to help allies and a change to power surge would be nice. Its bad enough my group has me swap of stamsorc and one of our other guys swaps off templar for warden off heals.
I actually wonder about comparing a max mag and a max health(pen/sd) mag sorc build. Curious on the scaling of ward one vs the other. (in general wd is 40% more damage per line vs max stat and pen is 80% more damage per line so there could be damage gains)
Well of course a Stam Sorc won't be able to help allies compared to a busted skill that is Polar Wind. The Power Surge morph is already quite good at doing this and that morph on its own was a big reason we used sorcerers as healers in our groups compositions. I think it is silly to use a Polar Warden as the standard.
Though I don't think you need to worry. It seems that ZOS is intent on further exacerbating the existing problem with the ease and potency of group passive healing as we see with the past two updates to Intensive Mender and Inferno. It's just a matter of time until they get to every class and change what historically had been single target class heals to become multi-target triple heals. After that I can contemplate whether chewing glass is preferable to playing in Cyrodiil or BGs against organized groups.
Just my personal opinion but Flame Skull is a joke in PvE as well. Horribly clunky to use since day one and somehow even worse to weave than the Warden's Cliff Racer. I've long since come to accept that ZoS isn't going to change the clunkiness of the ability, but hopefully other pain points of the Necromancer can be addressed.
As for tethers, they're decently good in PvE, and I think it's okay to have some abilities that don't get much use in one half of the game or the other (for example, I haven't used or seen anyone use Templar's Piercing Javelin outside of Cyrodiil). It is a bit unfortunate now though that a PvP necro won't have in-class access to Major Prophecy/Savagery without having to slot a nearly useless skill for it. Maybe Shocking Siphon could be changed to function as a fire-and-forget ability targeted at a corpse that then puts an aura around you for the duration, like you suggested, while Detonating Siphon remains the same, as now with Corpseburster, I'm getting quite a bit of mileage out of using it.
The changes to Grave Grasp are going in the right direction, but as others have pointed out and suggested, it needs a bit more to be useful.
Nethervoid wrote: »I have realized that with the previous change of moving Veiled Strike to Assassination skill tree from Shadow and now with the Cloak nerf it's near impossible for my Stamina Nightblade to have a reasonable access to the Shadow passive "Shadow Barrier" that gives us Major Resolve. Since every single Shadow ability now costs Magicka and cloak being expensive I cannot keep up my Major Resolve. Therefore I think at least 1 ability morph on the Shadow skill tree should be turned into a Stamina ability. Currently Magicka Nightblades are already stronger and now with the cloak change stamina nightblades simply no longer have enough Magicka resource to even have Major Resolve most of the fight. My suggestion would be to change either Mirage or Phantasmal Escape into a stamina morph so that at least Stamina Nightblades are not completely destroyed after this change.
On a second note: Necromancer needs immediate further buffs. There are 2 major problems with the class that can be fixed as follows:
1) The class has no strong spammable skill. Flaming Skull is a joke. It's maybe OK in PVE i have no idea but in terms of PVP necro needs a very good spammable. So either change Flaming Skull OR even better change Hungry Scythe into an Execute ability. That would be thematic and cool to "reap" low hp people with a scythe. Necro is lacking in the department of "awesome" looking/feeling abilities anyways.
2) Speaking of looking/feeling bad the class has 2 "tether" abilities that are both unreliable and comical to be honest. I don't want to "tether" myself to a corpse. No one is gonna stand in that tether and to REITERATE it LOOKS BAD. So remove the tether element from both Shocking Siphon and Restoring Tether and make them both give benefits on the character itself. A nice example is the new necro set that allows the necro himself to be the corpse which LOOKS and FEELS awesome and that you actually can use these abilities to their full potential this way. I think this should be the standard of these skills. Necro should drain the corpse (maybe a 0.4 second cast time can be put in place here) and the benefit should "stick" on the necro himself.
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while any enemies that cannot be stunned have their movement speed decreased by 60% for 6 seconds.
I really, really like that idea Joe! A cursed ground effect like the Ra-Netu undead drop outside Sentinel in Alik'r Desert!Credible_Joe wrote: »I really like this, but it would need to be telegraphed. At least the damaging morph. An instant ten meter diameter stun + snare + nuke is WAY too strong, even with relatively low damage from Suppression field.
Also, instead of a flat 6 seconds (which can be cleansed), how about a cursed ground effect, like what some undead monsters drop when they die? A snare that refreshes until you leave the affected area would work better for dispersing zergs and denying territory than a hard timer.
Negate has always been obtuse to me; it's the only skill I can think of that treats NPCs and players differently. I feel like it's a choice that was regret, but never addressed, and I think it's appropriate to tune it to the standard other skills are set to.
I do not support this or any change to negates. Sorcs are already an issue, let ZOS deal with Hardened Ward first.
I can't understand this hate against ballgroups, it goes beyond any reasoning imo. To ask buffs for sorcs or any class based on hate is just rich. Let the negate be, geez.
Making negate stun players in the area instead of silencing them would be a nerf since they'd just break free and be cc immune like from any stun, and you removed the silence. Plus balls all wear treaders so adding a slow to negate does nothing. Even if you kept the silence, it just combines stun and silence into one button, congrats you buffed ball groups, they all run multiple negates.Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while any enemies that cannot be stunned have their movement speed decreased by 60% for 6 seconds.
Credible_Joe wrote: »Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while any enemies that cannot be stunned have their movement speed decreased by 60% for 6 seconds.
I really like this, but it would need to be telegraphed. At least the damaging morph. An instant ten meter diameter stun + snare + nuke is WAY too strong, even with relatively low damage from Suppression field.
Also, instead of a flat 6 seconds (which can be cleansed), how about a cursed ground effect, like what some undead monsters drop when they die? A snare that refreshes until you leave the affected area would work better for dispersing zergs and denying territory than a hard timer.
Negate has always been obtuse to me; it's the only skill I can think of that treats NPCs and players differently. I feel like it's a choice that was regret, but never addressed, and I think it's appropriate to tune it to the standard other skills are set to.
I'd agree that a fatigue debuff to block active stamina skills but not break free/dodge/block is a good idea, but put it on nova or consuming darkness rather than just making negate even stronger. Both of those skills have fallen off hard, darkness moreso than nova but even nova's pretty sad now; give players a reason to slot them again.Turtle_Bot wrote: »I'd also like to see silence reworked to be silence + fatigue, so it affects both mag and stam abilities (but doesn't affect core combat such as block, dodge, sprint, crouch, etc.). It's one of the things holding negate back, groups can just move through it spamming vigor and spiked shield (undaunted stamina shield skill), completely ignoring the negate unless there is insane incoming pressure (pre-deletion azureblight combined with siege + bombs + other incoming damage).
ArctosCethlenn wrote: »I'd agree that a fatigue debuff to block active stamina skills but not break free/dodge/block is a good idea, but put it on nova or consuming darkness rather than just making negate even stronger. Both of those skills have fallen off hard, darkness moreso than nova but even nova's pretty sad now; give players a reason to slot them again.Turtle_Bot wrote: »I'd also like to see silence reworked to be silence + fatigue, so it affects both mag and stam abilities (but doesn't affect core combat such as block, dodge, sprint, crouch, etc.). It's one of the things holding negate back, groups can just move through it spamming vigor and spiked shield (undaunted stamina shield skill), completely ignoring the negate unless there is insane incoming pressure (pre-deletion azureblight combined with siege + bombs + other incoming damage).
I do not support this or any change to negates. Sorcs are already an issue, let ZOS deal with Hardened Ward first.
I can't understand this hate against ballgroups, it goes beyond any reasoning imo. To ask buffs for sorcs or any class based on hate is just rich. Let the negate be, geez.
What's hard to understand about a scenario where a small group of players ruin the fun for the majority?
It's actually really simple.
I do not support this or any change to negates. Sorcs are already an issue, let ZOS deal with Hardened Ward first.
I can't understand this hate against ballgroups, it goes beyond any reasoning imo. To ask buffs for sorcs or any class based on hate is just rich. Let the negate be, geez.
What's hard to understand about a scenario where a small group of players ruin the fun for the majority?
It's actually really simple.
With all due respect, saying ppl should play in group in mmos should include every type of group.
ESO PvP is big enough for everyone to pick his/her preferred fights.
Turtle_Bot wrote: »ArctosCethlenn wrote: »I'd agree that a fatigue debuff to block active stamina skills but not break free/dodge/block is a good idea, but put it on nova or consuming darkness rather than just making negate even stronger. Both of those skills have fallen off hard, darkness moreso than nova but even nova's pretty sad now; give players a reason to slot them again.Turtle_Bot wrote: »I'd also like to see silence reworked to be silence + fatigue, so it affects both mag and stam abilities (but doesn't affect core combat such as block, dodge, sprint, crouch, etc.). It's one of the things holding negate back, groups can just move through it spamming vigor and spiked shield (undaunted stamina shield skill), completely ignoring the negate unless there is insane incoming pressure (pre-deletion azureblight combined with siege + bombs + other incoming damage).
Main reason I suggested to give it to negate was that negate is already sorcerers "niche" in terms of ultimate abilities (as per ZOS own comments regarding sorcerer).
Nova and consuming darkness definitely need buffing, but I would buff those abilities with something more suited to the class themes, e.g.:
Nova:
Both morphs now inflict a blind effect causing enemies affected to miss their single target attacks. 1 morph grants evasion + protection to allies within its AoE, the other has significantly increased damage and inflicts a stacking burn status every 2 seconds
Consuming darkness:
Both morphs grant invisibility to the caster. 1 morph follows the caster around (like eye of storm) and grants some new shadow buff with synergy for allies to go invis, other morph has increased damage and inflicts a shadow debuff on enemies, increasing their damage taken by NB abilities (15% against monsters, 5% against players, or something similar) while standing in the AoE. Radius is also increased to 10m up from it's current 5m radius.
These are just hypotheticals, but they would suit the themes of those abilities better than trying to make those abilities a copy/paste of negate, but against stamina.
I do not support this or any change to negates. Sorcs are already an issue, let ZOS deal with Hardened Ward first.
I can't understand this hate against ballgroups, it goes beyond any reasoning imo. To ask buffs for sorcs or any class based on hate is just rich. Let the negate be, geez.
What's hard to understand about a scenario where a small group of players ruin the fun for the majority?
It's actually really simple.
So, to defend a duo in a solo bg queue, you say ppl should play in groups in mmos. However, when the group is bigger than yours, they are ruining the fun?
With all due respect, saying ppl should play in group in mmos should include every type of group.
ESO PvP is big enough for everyone to pick his/her preferred fights.
So, are we all just ignoring that Templar still has a useless taunt on the explosive charge that will ruin synergy with sets that act on "Blink, Charge, Leap, Teleport, or Pull ability" like Crusader, or even just magplars who want to use a gap closer?
Putting a taunt on that skill won't save Templar from being an abysmal tank. It will instead only ruin the day for DPS Templars. It sucks that this is being completely overlooked.
MashmalloMan wrote: »
I posted this in the Grimoire Focus thread, but I'll mention it here too.
Thank you for changing this to permanent pets, it is a lot more intuitive and makes no pet sorc a little bit more competitive.
That said, you completely forgot the Class Signature Script for Sorcerer, it still gives healing if you have a temporary pet like Storm Atronach instead of aoe shock damage. Please correct this before live. It makes no sense that the passive, and class set were updated for calculated reasons you listed above, only to disregard the class specific signature script that functions parallel to them.