philip.ploegerb16_ESO wrote: »There is a big difference between all those teleports and Bolt Escape, being that all "normal" teleports need a target and only work towards a player.
Making Bolt-Escape require a target and making Sorcs only able to teleport towards someone, would be one of the easiest fixes.
philip.ploegerb16_ESO wrote: »There is a big difference between all those teleports and Bolt Escape, being that all "normal" teleports need a target and only work towards a player.
Making Bolt-Escape require a target and making Sorcs only able to teleport towards someone, would be one of the easiest fixes.
You just forget a tiny detail: every other class wants to close to melee range TO the target. Sorcs want to go AWAY FROM the target. So, unless you give sorcs a portable third (friendly) guy to warp to, then you have to let them point to everywhere except to the guy they are going away from.
Woolenthreads wrote: »Every class has a type of Teleport Perk.
- The DK has "Fiery Grip", which teleports a target to the player, available at L1 of the skill line.
- The NB has "Teleport Strike", which teleports the player to the target, at L4 on the skill line.
- The Templar has "Focused Charge" which teleports the player to the target, at L20 on the skill line (and annoyingly puts you behind them)
- The Sorcerer has "Bolt Escape", which teleports the player to a location, at L42 on the skill line
So you want to remove the Sorcerers teleport perk. What sort of perk would it be replaced with and will you remove all the other teleports, and replace them too? While we're at it, you should make them all the same level, after all we're talking about being "fair" right?
Alternatively lets just remove the teleports, or remove the fifth perk of every skill line. Fair, yes?
Artemiisia wrote: »just delete morvegil
sarttsarttsarttub17_ESO wrote: »what lightning balls do 500-600 damage, unless you're talking about power overload, thats a ultimate which is our only real damage ult.Seriously most over used power. Once you get max magicka regen u can just zip around. Last night a guy named [snip] was zipping in and out like a night blade....also doign 500-600 a hit with his little lighting balls. Thats pretty messed up hes doing what a NB does but way better.
slopezgamesub17_ESO1 wrote: »
It's pretty obvious that it needs to be nerfed again. The raising of the caps in 1.3 completely negated the original nerf.
No, but when a nerf is to resources in one patch and then you give 40% more resources the next patch it negates (no pun intended) the first patch.
Artemiisia wrote: »just delete morvegil
Says the FOTM player...typical.
I call *** on you "anti-crybabies". There is no "l2P" factor here. If a dude can keep hiz around me and im supposed to "predict where he'll go"....im not a damn Jedi. Whats messed up is I did Ambush and hit him for like 300 dmg...then he whizzes off and no matter what damage i do its barely 200-300...yet hes hitting me for 400-700 which crystal fragments...or the OVERPOWERED OVERLOAD LIGHT ATTACK.
Such a crock...stop making excuses...I've played MMO's since the 90's...i know a broke class when i see it.
My hope is Zenimax is waiting to bump the NB with the Dark Brotherhood ***.
Nope, those abilities never were in question and still aren't. BE was, prior to the nerf and is now post 1.3 caps being raised.
No, but when a nerf is to resources in one patch and then you give 40% more resources the next patch it negates (no pun intended) the first patch.
The nerf was to the ability cost. Which is still in effect. Every class has more resources to spam their spammable abilities. Should those abilities be given repeat use costs? Such as dragon blood, lava whip, swallow soul, concealed weapon, ambush, blazing shield, biting jabs. Everyone is OK justifying the nerf on BE but if it happened to their ability it would be ridiculous. I don't disagree with the BE nerf but if it gets nerfed again I call [snip]
Nope, those abilities never were in question and still aren't. BE was, prior to the nerf and is now post 1.3 caps being raised.
No, but when a nerf is to resources in one patch and then you give 40% more resources the next patch it negates (no pun intended) the first patch.
The nerf was to the ability cost. Which is still in effect. Every class has more resources to spam their spammable abilities. Should those abilities be given repeat use costs? Such as dragon blood, lava whip, swallow soul, concealed weapon, ambush, blazing shield, biting jabs. Everyone is OK justifying the nerf on BE but if it happened to their ability it would be ridiculous. I don't disagree with the BE nerf but if it gets nerfed again I call [snip]
Because WE LITERALLY HAVE NO OTHER OFFENSIVE SPELLS AT ALL.sarttsarttsarttub17_ESO wrote: »what lightning balls do 500-600 damage, unless you're talking about power overload, thats a ultimate which is our only real damage ult.Seriously most over used power. Once you get max magicka regen u can just zip around. Last night a guy named 'supermad' was zipping in and out like a night blade....also doign 500-600 a hit with his little lighting balls. Thats pretty messed up hes doing what a NB does but way better.
Crystal Fragments too...overload light attack? Every Sorc seems to have that up too.
Woolenthreads wrote: »Every class has a type of Teleport Perk.
- The DK has "Fiery Grip", which teleports a target to the player, available at L1 of the skill line.
- The NB has "Teleport Strike", which teleports the player to the target, at L4 on the skill line.
- The Templar has "Focused Charge" which teleports the player to the target, at L20 on the skill line (and annoyingly puts you behind them)
- The Sorcerer has "Bolt Escape", which teleports the player to a location, at L42 on the skill line
So you want to remove the Sorcerers teleport perk. What sort of perk would it be replaced with and will you remove all the other teleports, and replace them too? While we're at it, you should make them all the same level, after all we're talking about being "fair" right?
Alternatively lets just remove the teleports, or remove the fifth perk of every skill line. Fair, yes?
As everyone has pointed out, your logic is wrong. Everyone elses "Teleport" requires a target....you guys just get to click around and use it to kite, escape, or attack....how about we make it universal?
As everyone has pointed out, your logic is wrong. Everyone elses "Teleport" requires a target....you guys just get to click around and use it to kite, escape, or attack....how about we make it universal?
It, of course, depends on max magic and magic regen. The sorc you described understands how to manage his magic/stamina and can probably do that indefinitely. Most of good sorc use is resource management and the better you get at that the more deadly and hard to kill you become.I'll tell you how. I was chasing this sorc all the way from one keep to another. He was running+BE, I was on 75% speed horse. Noticed him when he started running away from someone else from my faction, so I headed there.I have 400 more magicka now, that equates to the cost of 1 additional BE w/ the cost increase debuff. And I get about 33 more in combat magicka regen which equates to 1 additional BE about every 25 seconds.Nerfs in previous patched don't mean anything now, when they raised soft caps. BE needs to be nerfed again.
How does this make the previous nerfs meaningless, or is that just what you tell yourself?
He would cast BE couple of times and then just run. Whenever I feel like I'm getting closer (and it takes some time to cover the difference in distances) he just casts his BE again. Rinse and repeat. I never caught him. That is so broken..
Should I mention, that they can streak back and forth? and when you break that stun and are supposed to be immune to cc, they still will stun you?
Anyways, idk where you got your numbers from, but I told what I experienced in practice. And I was on a horse. Of course, given there was a longer distance, I would probably catch him eventually.. or not? However, there is no reason to consider longer distances in this game. Moreover, I should be able to catch him even without a horse somehow. Or wtf? Ppl can see invisible NBs, but then sorcs don't care about crippling grasp and just teleport away. And it can't be countered. ONLY if you have retreating maneuvers on your bar.. Which is not something a solo player would have, whereas almost any sorc would use Streak because it's just too good and is offensive and defensive(escaping) at the same time!
? Of course he can always run. All the time you sprint - you sprint. When you don't sprint - you just run and your stamina is regenerated. No matter in which proportions you do it. It's all additive. It is very simple math/physics.He can carefully manage stamina so that he can always run
And this is the issue. It is not related to his skill or anything like that. He just has high number. Mathematically, it's enough to regen magicka faster. So the previous nerf is NO longer valid. Need to nerf it again, because you can't counter bolt escape now. Or are you saying that it is supposed to be like that?is enough time with softcapped magic regen and a big magic max, probably well fed, to get his magic back.
Soulharvester wrote: »I have a solution, in stead of a bolt, do a blink. So they go within 20meters in a random direction. No more straight lines...
Or, when they bolt, they have a 50% chance at dropping armor/loot/gold which players can pickup! even the bound stuff, just make it unbound when it falls off!
If they happen to bolt and a horse is in the path, well, that will stop em for a while... (police academy 1)
Nightreaver wrote: »As everyone has pointed out, your logic is wrong. Everyone elses "Teleport" requires a target....you guys just get to click around and use it to kite, escape, or attack....how about we make it universal?
I agree and as a Sorcerer I support this suggestion 100%, lets make those abilities all universal......remove target from all of them.
/sarcasm off
Melee characters want to close any gap between them and their target.
Ranged players want to widen that gap between them and their target.
You want to delete the ability to widen the gap then you need to eliminate all abilities intended to close the gap.
You can't have one without the other.
Soulharvester wrote: »I have a solution, in stead of a bolt, do a blink. So they go within 20meters in a random direction. No more straight lines...
Or, when they bolt, they have a 50% chance at dropping armor/loot/gold which players can pickup! even the bound stuff, just make it unbound when it falls off!
If they happen to bolt and a horse is in the path, well, that will stop em for a while... (police academy 1)
Woolenthreads wrote: »Every class has a type of Teleport Perk.
- The DK has "Fiery Grip", which teleports a target to the player, available at L1 of the skill line.
- The NB has "Teleport Strike", which teleports the player to the target, at L4 on the skill line.
- The Templar has "Focused Charge" which teleports the player to the target, at L20 on the skill line (and annoyingly puts you behind them)
- The Sorcerer has "Bolt Escape", which teleports the player to a location, at L42 on the skill line
So you want to remove the Sorcerers teleport perk. What sort of perk would it be replaced with and will you remove all the other teleports, and replace them too? While we're at it, you should make them all the same level, after all we're talking about being "fair" right?
Alternatively lets just remove the teleports, or remove the fifth perk of every skill line. Fair, yes?
Seriously most over used power. Once you get max magicka regen u can just zip around. Last night a guy named [snip] was zipping in and out like a night blade....also doign 500-600 a hit with his little lighting balls. Thats pretty messed up hes doing what a NB does but way better.