Conjured Ward: Reduced the heal scaling of this ability and the Hardened Ward morph to match the scaling of the Regenerative Ward morph, which is 10% of your Max Health or Magicka, down from 15%.
baguette_poolish wrote: »Definitely not enough, still needs to be looked at.
Major_Toughness wrote: »Magsorcs are still several tiers above any other class in PvP.
xylena_lazarow wrote: »Ranged damage spam across the board needs to be looked at. Sorc spam, Plar beams, bows with proc sets. Constantly being blasted by faraway players who are pragmatically or literally impossible to engage, if you can even see them in the first place, who head for the hills as soon as you make eye contact, does not make for fun PvP.
Jabbs_Giggity wrote: »I am on console, so not updated to 44 yet. However, I just fought a Sorc in Cyro today using just a max mag build...literally no damage or defensive sets.
I fought on a DK with 12k Pen, 6k WD, 32K Def, 1.8k Crit Res, 30K Health, Major AND Minor Protection + BRP BB....
Got this sorc down to <10% health, over 10 times....and they just shield spam and heal back to full in 1 or 2 GCD and then Nuke.
Please make this make sense....
Two of the biggest problems IMO with Sorcs is Shields prevent execute scaling and Streak fatigue is not even close to acceptable.
Suggestions:
When shields are equipped on skill bars, reduce Spell/Physical Res to 0. This creates counterplay to give other clasess the ability to to do more damage when shields are broken through, since Penetration and Execute scaling does not work against shields.
Increase Streak fatigue by 2x, or Reduce the distance traveled to half the current value.
Maybe a direct interaction between melee and range can solve this relationship without affecting balance otherwise.
Something like "Being hit by a player melee attack applies a "harried" debuff to you if you are wielding ranged weapons. This decreases your movement speed by 10 % for 2 seconds and the damage of your equipped ranged weapon (so you can swap out of the damage penalty, but not the speed debuff) by 20% for 2 seconds."
Or something like that. Of course tracking more short duration debuffs is not exactly ideal given the current performance.
Chilly-McFreeze wrote: »Maybe a direct interaction between melee and range can solve this relationship without affecting balance otherwise.
Something like "Being hit by a player melee attack applies a "harried" debuff to you if you are wielding ranged weapons. This decreases your movement speed by 10 % for 2 seconds and the damage of your equipped ranged weapon (so you can swap out of the damage penalty, but not the speed debuff) by 20% for 2 seconds."
Or something like that. Of course tracking more short duration debuffs is not exactly ideal given the current performance.
Why so inconvenient? That wouldnt change any of the current issues with ranged pew pew
What about a modifier to battle Spirit , similar to that bow passive (vinedusk), that nerfs your damage the further you are away?
Maybe a direct interaction between melee and range can solve this relationship without affecting balance otherwise.
Something like "Being hit by a player melee attack applies a "harried" debuff to you if you are wielding ranged weapons. This decreases your movement speed by 10 % for 2 seconds and the damage of your equipped ranged weapon (so you can swap out of the damage penalty, but not the speed debuff) by 20% for 2 seconds."
Or something like that. Of course tracking more short duration debuffs is not exactly ideal given the current performance.
Chilly-McFreeze wrote: »Maybe a direct interaction between melee and range can solve this relationship without affecting balance otherwise.
Something like "Being hit by a player melee attack applies a "harried" debuff to you if you are wielding ranged weapons. This decreases your movement speed by 10 % for 2 seconds and the damage of your equipped ranged weapon (so you can swap out of the damage penalty, but not the speed debuff) by 20% for 2 seconds."
Or something like that. Of course tracking more short duration debuffs is not exactly ideal given the current performance.
Why so inconvenient? That wouldnt change any of the current issues with ranged pew pew
What about a modifier to battle Spirit , similar to that bow passive (vinedusk), that nerfs your damage the further you are away?
Because that would just penalize being at range. The current balancing penalizes not being at range in many scenarios. Either is undesirable. Ranged playstyles should have advantages over melee playstyles and melee should have advantages over ranged, too, without one being flat out worse than the other. That was intention. Firing with impunity from a distance is ok, if closing the gap also has meaningful consequences. At least this is how I see it.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Maybe a direct interaction between melee and range can solve this relationship without affecting balance otherwise.
Something like "Being hit by a player melee attack applies a "harried" debuff to you if you are wielding ranged weapons. This decreases your movement speed by 10 % for 2 seconds and the damage of your equipped ranged weapon (so you can swap out of the damage penalty, but not the speed debuff) by 20% for 2 seconds."
Or something like that. Of course tracking more short duration debuffs is not exactly ideal given the current performance.
Why so inconvenient? That wouldnt change any of the current issues with ranged pew pew
What about a modifier to battle Spirit , similar to that bow passive (vinedusk), that nerfs your damage the further you are away?
Because that would just penalize being at range. The current balancing penalizes not being at range in many scenarios. Either is undesirable. Ranged playstyles should have advantages over melee playstyles and melee should have advantages over ranged, too, without one being flat out worse than the other. That was intention. Firing with impunity from a distance is ok, if closing the gap also has meaningful consequences. At least this is how I see it.
Yes, that's the point. Firing away from 28m+ should do a lot less damage than now..
With your solution I can still fire from out of reach and do whatever I'm doing now (read: having oppressive damage from the other side of the map). The whole point is to limit that.
Elendir2am wrote: »Maybe a direct interaction between melee and range can solve this relationship without affecting balance otherwise.
Something like "Being hit by a player melee attack applies a "harried" debuff to you if you are wielding ranged weapons. This decreases your movement speed by 10 % for 2 seconds and the damage of your equipped ranged weapon (so you can swap out of the damage penalty, but not the speed debuff) by 20% for 2 seconds."
Or something like that. Of course tracking more short duration debuffs is not exactly ideal given the current performance.
This would have zero effect on Sorc. It would harm only other class ranged builds. You can use gap closer on not sorc ranged enemy and rob them of their advantages. Sorc will just streak away.