Update 6 - the last nail in the coffin for sorcerer DPS/Healer in PVE

  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Hey everyone. While we aren’t quite ready to discuss all the changes and improvements going into Update 6, we can tell you that many of these changes will specifically address the concerns brought up in this thread. Our primary goal is that regardless of your class and build, you can feel like you can be competitive in the archetype you want to play as.
    Gina Bruno
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  • deepseamk20b14_ESO
    deepseamk20b14_ESO
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    What if they just replace the words "weapon damage" with "spell damage" and they make resto and destro skills based off of spell power since they are...well....spell oritented? problem fixed. They would probably have to reduce some numbers so it doesn't become OP, but I don't see why this wouldn't work. Even other classes who may use stamina based skills but have a resto staff on other bar wouldn't change their game play much since there resto bar is super strong considering they are stamina based anyways. Just one example though.
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  • Erock25
    Erock25
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    Hey everyone. While we aren’t quite ready to discuss all the changes and improvements going into Update 6, we can tell you that many of these changes will specifically address the concerns brought up in this thread. Our primary goal is that regardless of your class and build, you can feel like you can be competitive in the archetype you want to play as.

    @ZOS_GinaBruno‌

    If you really want every style of class to be competitive (even in PVP), then both the Sorc and NB need access to a self heal that does not require resto staff.
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  • Nightreaver
    Nightreaver
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    I'm guessing your missed the first 4 pages of this thread including the line that began it all.
    "With update 6, destro staff and resto staff abilities will scale based on spell damage instead of weapon damage."
    IF that is the only change then it wouldn't be a buff much less OP, it would be a nerf.
    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • seanvwolf
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    Inner Light and Negate would affect the viability of the DPS build because both boost a spells critical chance, although negate by adding points to Exploitation.

    Spell Critical chance increasing 32% (I think that's the total increase) has a huge impact. Even if that were the only boosts to crit they receive with no other skills (like light armor passives or racials), damage output means that 1/3 of the time they'll be potentially doing an extra 150% damage. It evens out to about 50% more damage over someone else who doesn't have those three skills on their bar.

    The concern is where Crit Surge comes into play... as it increases the damage of those skills (also affecting how much of those critical strikes end up healing the sorceror). It's a deadly combination.
  • Demira
    Demira
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    Hey everyone. While we aren’t quite ready to discuss all the changes and improvements going into Update 6, we can tell you that many of these changes will specifically address the concerns brought up in this thread. Our primary goal is that regardless of your class and build, you can feel like you can be competitive in the archetype you want to play as.

    Well I hope you guys at ZoS re-look at what you have done to the Sorcerer class because when I hit 12 and 14 on my Breton Sorcerer I stopped playing her because all people wanted was for me to heal on her not damage!. And since you nerfed the healing springs ability of magicka return ...I stopped totally playing her and made her my crafter alt and went to my templar to do sh*t on. I loved playing my Sorcerer and wanted to play her! NOT my god damn Templar!
    Edited by Demira on November 13, 2014 9:50PM
  • Gyudan
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    Thanks for the answer @ZOS_GinaBruno :)
    Wololo.
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    I'll restate this again because it's been buried by previous posts. Spell damage scales more than weapon damage. If you increase weapon damage by 10, you will see yourself doing 10 more damage. If you increase spell damage by 10, your spells will be doing at least 20 more damage. So if Destro scaled off of spell damage, 130 spell damage might actually be stronger than the current 200 weapon damage.
  • Gyudan
    Gyudan
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    I'll restate this again because it's been buried by previous posts. Spell damage scales more than weapon damage. If you increase weapon damage by 10, you will see yourself doing 10 more damage. If you increase spell damage by 10, your spells will be doing at least 20 more damage. So if Destro scaled off of spell damage, 130 spell damage might actually be stronger than the current 200 weapon damage.
    True (for example crystal shard does 3 extra damage for each extra spell damage point), but this is not the point of the topic.
    If you play a sorc for endgame content you'll know how much the ability to raise weapon damage matters to us.
    Wololo.
  • Vahrokh
    Vahrokh
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    Hey everyone. While we aren’t quite ready to discuss all the changes and improvements going into Update 6, we can tell you that many of these changes will specifically address the concerns brought up in this thread. Our primary goal is that regardless of your class and build, you can feel like you can be competitive in the archetype you want to play as.

    I sincerely HOPE you are going to do something for us PvE sorcs.

    I am tired being taken just for 1 ability (negate magic). I could as well go to trials with white unenchanted gear for that.

    Also why us sorcs who actually rolled the archetypal class meant to be "cloth and staff", do it worse than other classes using cloth and staff and we keep getting nerfed because of those classes keep being overpowered so the more you nerf them, the more we go low?
  • Nightreaver
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    seanvwolf wrote: »
    Inner Light and Negate would affect the viability of the DPS build because both boost a spells critical chance, although negate by adding points to Exploitation.
    Oh I completely agree that Inner Light and to a much lesser degree Negate both affect DPS. How much they affect is dependent on the value they are increasing. If that value goes up then their effect goes up and conversely if that value goes down then their effect goes down as well.
    seanvwolf wrote: »
    Spell Critical chance increasing 32% (I think that's the total increase) has a huge impact. Even if that were the only boosts to crit they receive with no other skills (like light armor passives or racials), damage output means that 1/3 of the time they'll be potentially doing an extra 150% damage. It evens out to about 50% more damage over someone else who doesn't have those three skills on their bar.
    Actually they would be doing an extra 50% damage1/3 of the time, not 150% for an increase of 16%. AND that would only be true for targets while they are being affected by a Negate. AND you can't even say that it would be a 16% increase over someone who doesn't have those skills unless ZOS is eliminating all other means of increasing Crit. Someone who is able to increase Crit through other means OR does greater non Crit damage could be doing even greater damage.
    seanvwolf wrote: »
    The concern is where Crit Surge comes into play... as it increases the damage of those skills (also affecting how much of those critical strikes end up healing the sorcerer). It's a deadly combination.
    So which would you expect to do the greater amount of Damage or Healing?
    1) Weapon damage + Crit Surge? (203 soft cap + X amount from Crit Surge)
    2) Spell damage? 135 soft cap - no increase from Crit Surge if it only affects weapon damage)
    3) Spell damage + Crit Surge? (135 soft cap + X amount from Crit Surge, If Crit Surge increases spell damage)
    That reduction in damage is decreased even further due to the reduction from Crit strikes. Which makes for a deadly nerf.


    Edited by Nightreaver on November 13, 2014 10:52PM
    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • spryler
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    The question that came to my mind is - will they change some class abilities to cost stamina?

    Molten Whip - single target DK skill that currently uses magic but works off of weapon damage and crit. Will they change Molten Whip to spell damage or will they change Molten Whip to use stamina?
  • Aeratus
    Aeratus
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    So which would you expect to do the greater amount of Damage or Healing?
    1) Weapon damage + Crit Surge? (203 soft cap + X amount from Crit Surge)
    2) Spell damage? 135 soft cap - no increase from Crit Surge if it only affects weapon damage)
    3) Spell damage + Crit Surge? (135 soft cap + X amount from Crit Surge, If Crit Surge increases spell damage)
    That reduction in damage is decreased even further due to the reduction from Crit strikes. Which makes for a deadly nerf.
    Depends on what the value of X in option (1) is compared to what the value of X is in option (3).
  • Ethoir
    Ethoir
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    Erock25 wrote: »

    @ZOS_GinaBruno‌

    If you really want every style of class to be competitive (even in PVP), then both the Sorc and NB need access to a self heal that does not require resto staff.

    You forgot that NBs have access to the Siphoning Tree which includes Strife as a self-heal. On top of that they have Refreshing Path in the Shadow Tree. Unfortunately it is a pitiful self-heal (and they did nerf it in the past). NBs are about "kill it in the face" DPS with little in the way of self-healing without a Resto Staff and/or Potions. Their innate class skills are built around assassinations (while keeping the flexibility to mold the NB into whatever the player wants it to be wither that is a tank or a group healer or a mage).
    Participant in the Sanguine's Tester beta group since November 2013.
  • Nightreaver
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    Aeratus wrote: »
    Depends on what the value of X in option (1) is compared to what the value of X is in option (3).

    X = X
    Or at least until someone posts information that says otherwise. But to my knowledge there has been no mention of changing that value which is why I used "X" in both examples. Though I will concede that until we know more that is at least a possibility.

    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • Aeratus
    Aeratus
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    X = X
    Or at least until someone posts information that says otherwise. But to my knowledge there has been no mention of changing that value which is why I used "X" in both examples. Though I will concede that until we know more that is at least a possibility.
    In that case, option (3) is clearly stronger. For the damage of magicka-based skills, 1 point in spell damage is worth about 2 points in weapon damage.
  • Rune_Relic
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    NB. Champions system is doing away with softcaps. The concept of softcaps led to many issues that were designed to be addressed with the new system.

    So all those posts invoking SOFTCAPS appear problematic ;)
    Anything that can be exploited will be exploited
  • glak
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    spryler wrote: »
    The question that came to my mind is - will they change some class abilities to cost stamina?
    They specifically mentioned doing this with a morph of Dark Exchange.
    Edited by glak on November 14, 2014 3:58AM
  • trimsic_ESO
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    Gyudan wrote: »
    - Should I just grab two daggers or a 2-handed sword and switch to a weapon I never wanted my sorcerer to use? Is this the only way I can deal damage similar to the other classes?

    Just a reminder:
    When the game went live, a lot of DKs and NBs had chosen their class to be a melee DPS dealer (or a tank for the DKs). During the first 7 months of the game, playing a stamina build was just a nightmare, and magicka classes were ruling the world of Tamriel. This was a world where the glass canon classes did not exist. The magicka classes had the best armor, the best dps, the best crit rate, the best ultimate regen rate, and the best heal rate, ever. Therefore, melee DPS characters had to play with a staff and a light armor set, which was clearly not what they first planned when they bought ESO. This was obviously a huge source of frustration, and a countless number of players have stopped the game for this reason.

    Starting with update 5, the game has become much more balanced than it was before, and playing a stamina build has started to be viable and pleasant. Despite the fact that there is still some room for improvement, I can see some people wearing off their light armor and their staff for a brand new intermediate armor and some melee weapons. This has led to a situation where ESO now counts a wider variety of archetypes, which starts to increase the player experience in many domains of the game and in Cyrodiil in particular.

    So, I just can't believe one second that ZOS is willing to return back to a situation where either stamina builds or magicka builds are no longer viable. Nor to a situation where a specific class would not perform at the same level as the other classes of the game. In fact, the question is: what is the primary role of each class, and how can a player leverage this primary role to get the best of his character. Every one should be useful in most situations.

    We should remember the past to understand the present and hope for a better future.

  • Gyudan
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    @trimsic_ESO I was one of those NBs unable to perform properly as a stamina user (typical NB: 2 daggers and a bow) and rerolled a sorcerer.
    Now my new favorite class is being overpowered by the other 3 in terms of DPS, Healing and Tanking. The sorcerers that seem to be doing the least worse are the ones using 2H sword or a bow. So much for the stereotypical sorc with destro/resto that I wanted to be. :(

    I'm having a hard time describing my character as a "DPS" while I'm twice less effective at it than a Dragonknight. My healing can't compete with a templar's in most situations (have you ever seen a sorcerer healer complete the veteran Arena?). What do I have left? Right now only negate in large group fights and getting carried by the more effective classes.

    Of course stamina builds should be able to compete and even outdamage magicka builds, but sorcerers are also entitled to a real role in endgame content. There is no reason why ZoS couldn't do both.
    Edited by Gyudan on November 14, 2014 1:19AM
    Wololo.
  • seanvwolf
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    Vahrokh wrote: »
    Also why us sorcs who actually rolled the archetypal class meant to be "cloth and staff", do it worse than other classes using cloth and staff and we keep getting nerfed because of those classes keep being overpowered so the more you nerf them, the more we go low?

    Elder Scrolls archetypal class for Sorcerer uses heavy armor. Check your lore.
  • manny254
    manny254
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    Hey everyone. While we aren’t quite ready to discuss all the changes and improvements going into Update 6, we can tell you that many of these changes will specifically address the concerns brought up in this thread. Our primary goal is that regardless of your class and build, you can feel like you can be competitive in the archetype you want to play as.

    Then I hope that a templar can tell a competitive group they are a magicka based dps and not get laughed at.
    - Mojican
  • Gyudan
    Gyudan
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    manny254 wrote: »

    Then I hope that a templar can tell a competitive group they are a magicka based dps and not get laughed at.

    Don't hold your breath on that one. :stuck_out_tongue_closed_eyes:
    At least you still have good heals and very effective ultimates.
    Wololo.
  • manny254
    manny254
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    Gyudan wrote: »

    Don't hold your breath on that one. :stuck_out_tongue_closed_eyes:
    At least you still have good heals and very effective ultimates.

    Worst part is I think that zos doesn't see a problem with this.
    - Mojican
  • NordJitsu
    NordJitsu
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    Erock25 wrote: »

    @ZOS_GinaBruno‌

    If you really want every style of class to be competitive (even in PVP), then both the Sorc and NB need access to a self heal that does not require resto staff.

    I knew this would be coming when they caved into the whiners and nerfed BE.

    I actually thought it was cool that Sorcs and NBs didn't have a self heal while Temps and DKs did. Sorcs weren't supposed to stand and fight, they were supposed to run (the same way NBs can with Dark Cloak.)

    Now they have no class based self-heal and no way to escape.

    The overall balance "strategy" (quotations because I doubt they have one) is baffling.

    It seems that they just respond to whatever is being complained about at the time on the forums.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
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  • trimsic_ESO
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    Gyudan wrote: »
    @trimsic_ESO I was one of those NBs unable to perform properly as a stamina user (typical NB: 2 daggers and a bow) and rerolled a sorcerer.
    Now my new favorite class is being overpowered by the other 3 in terms of DPS, Healing and Tanking. The sorcerers that seem to be doing the least worse are the ones using 2H sword or a bow. So much for the stereotypical sorc with destro/resto that I wanted to be. :(

    I do agree with you :)

    I was just explaining to you the balance effort currently in place to improve the game. It's actually a continuous effort, and I'm pretty sure that ZOS will take care of the sorcerers as a damage dealer class. This being said, many PvE encounters require people to stay away from the boss, and range classes have a clear advantage in that case.

    You also need to take into account two important facts:
    - In Update 5, physical weapons had a buff. Magical weapons had not. A continuous effort to adjust the skills all across the board is currently in place, and will continue in Update 6.
    - These adjustments are made in the context of the incoming champion system, where there will be no soft cap anymore. The impact of spell power or magicka pool will not be the same as it is now.

    If you look at the big picture, you can see that all theses changes are going to the right direction.
  • stewie_801
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    I'm still not understanding where this huge increase in DPS would be coming from, can someone please explain it to me?

    Weapon damage has a softcap of 203.
    Spell damage softcap is easily reached with only 2/3 of that at 135.
    Changing from weapon damage to spell damage will reduce damage from 203 to 135.
    So IF Critical Surge was changed to affect both Spell and weapon damage then using your example I would expect:
    1) Crushing Shock and Impulse to still be lower (211 current vs. 135 + Crit Surge buff which will be reduced due to exceeding the lower Spell damage cap)
    2) No effect on Inner Light
    3) No effect on Negate
    4) Small increase to Liquid Lightning (again, with Crit Surge buff being reduced due to exceeding Spell damage cap.

    So it seems to me that even IF Crit surge increased both Spell and Weapon damage the result would still be a loss of DPS for Sorcerers which are already on the bottom.

    I'll restate this again because it's been buried by previous posts. Spell damage scales more than weapon damage. If you increase weapon damage by 10, you will see yourself doing 10 more damage. If you increase spell damage by 10, your spells will be doing at least 20 more damage. So if Destro scaled off of spell damage, 130 spell damage might actually be stronger than the current 200 weapon damage.


    @Nightreaver‌ you should probably read this again with that. Just because the spell damage soft cap is lower doesn't mean they are a 1-1 ratio on how they affect your damage. 135 could be equal to 205. So depending on how they adjust everything crit surge and the other morph , you could still have the same numbers for crushing shock and impulse.

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  • Gyudan
    Gyudan
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    I compiled a list of the changes affecting class balance on the sorcerer in all updates for @ZOS_GinaBruno and all readers.
    Green = Buff, Red = Nerf. Important (imo) = Bold.

    This list doesn't contain:
    - the problems related to the unstable familier (its damage was halved at some point to fix and issue that was causing it to explode twice, then it was fixed and dmg was set back to normal)
    - the changes made on tooltips or visual effects that do not effect fights
    - the changes from the 1.X.X patch notes. Sorry, I only added those from the main updates, feel free to correct this by adding the ones you think are relevant.

    Update 5:
    - Mage’s Fury: This ability’s explosion can no longer be reflected.
    - Liquid Lighting (Lightning Splash morph): Fixed an issue where this ability was unintentionally doing extra damage to the first and second hit. (nerf, even if bug fix)
    - Daedric Mines: Fixed an issue with this ability where the mines could explode on larger monsters that were several meters away. (same, nobody's using mines in trials anymore)

    Update 4:
    - Streak (morph of Bolt Escape) will no longer affect more than six targets, which was resulting in a much larger amount of Ultimate gain than intended. (this one seemed to be needed in PVP)

    Update 3:
    - The Storm Atronach no longer taunts the target it is attacking. (the change that made solo fights much harder for sorcs in PVE)
    - Unstable Familiar: The Familiar that you summon is now considered a Daedra, and can be affected by all Fighters Guild abilities.

    Update 2:
    - Crystal Blast (Crystal Shard morph): Increased this ability’s area-of-effect damage. (I'm not sure if any serious player uses that morph at the moment though, crystal fragments is still better :<)
    - Dark Deal (Dark Exchange morph): You can now move while channeling this ability. The increase to your armor and spell resistance has also been removed from this ability. (that armor/spell res used to be so practical: just throw all you have at a boss then make the deal and restore your magicka/health with a 2K buff on both stats for safety)
    - Your pets can now be given a target to attack. (good, but sadly pets aren't competitive in group PVE)
    - Summon Storm Atronach: The Charged Lightning synergy associated with this ability now adds 150% bonus damage instead of a flat 150 damage.
    - Overload: Significantly increased the light attack damage and cost for this ability. Ride the lightning! (I don't use it but ok)

    Update 1:
    - Bolt Escape: After using Bolt Escape, the next use within 4 seconds costs 50% more. (sadly necessary, damn you PVPers you killed our fast travel utility!)

    I think the nerfs outweigh the buffs by quite a lot. Sorcerers are still performing less effectively than other classes in all aspects of the game in PVE.

    TL;DR: please buff, stop nerfing.

    If you look at the big picture, you can see that all theses changes are going to the right direction.
    Yes, general balance is going in the right direction.
    No, sorcerer balance definitely isn't.

    Edited by Gyudan on November 14, 2014 8:18AM
    Wololo.
  • GreyBrow
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    Hey everyone. While we aren’t quite ready to discuss all the changes and improvements going into Update 6, we can tell you that many of these changes will specifically address the concerns brought up in this thread. Our primary goal is that regardless of your class and build, you can feel like you can be competitive in the archetype you want to play as.

    So sad.

    we are the people that you should be discussing these changes with, because we are the people that the changes will affect, and we are the people paying for the changes.
  • DezIsDead
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    NordJitsu wrote: »

    I knew this would be coming when they caved into the whiners and nerfed BE.

    I actually thought it was cool that Sorcs and NBs didn't have a self heal while Temps and DKs did. Sorcs weren't supposed to stand and fight, they were supposed to run (the same way NBs can with Dark Cloak.)

    Now they have no class based self-heal and no way to escape.

    The overall balance "strategy" (quotations because I doubt they have one) is baffling.

    It seems that they just respond to whatever is being complained about at the time on the forums.
    I actually agree with you. They have catered to whoever complained the most. But at this point I'm willing to scream and cry in the forums to not have to reroll a third VR toon to be competitive in PvP and endgame. I quit the game for a month because I was so frustrated with NB at launch, came back rolled a sorc turned my NB into a crafter, and now sorc is the most broken class. Literally I only get into groups because of my negate. I can only out DPS people who really have no clue on how to play their toons. I am embarrassed that an average DK can out dps my sorc. It's frustrating as hell.
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