Holycannoli wrote: »Nightblades get life leech and disease DoT?
rogue_gamer32b14_ESO wrote: »
Sorcerer Magicka based builds are still completely worthless. We've receive no needed changes promised by Developers. On top of this you dramatically nerfed our one redeeming damage ability...based of Dragon Knights crying in pvp....
Currently Sorcerers are forced to use the Daedric pets...whether you want to or not. As without them out dps for Magicka based builds is [snip] horrible. The one redeeming dps ability we had going for us "Crushing Shock"....now has it's damage nerfed into the ground... Even though it barely damages in pvp...
Needless to say ZoS. You need to fix Sorcerer damage with magicka builds asap. If I am forced to reroll or respec to a stamina based build. Don't dough that I'll simply drop this game like a rock. Players didn't work their butts off, to be stepped on. Meanwhile you listen to a vocal minority and ruin the game.
Get it together and fix this...this isn't a request or a suggestion anymore. You beta tested the game on pc players for almost a year now. As if we weren't crapped on enough...If Sorcerers aren't fixed properly by 1.6 live release...then peace. I'm done paying for a game, where the few crying out loud...out weigh the many.Daedric Summoning
Summon Storm Atronach: Fixed an issue where this ability was only scaling off your magicka stats, but not your stamina stats. It will now correctly pick the largest value.
Dark Magic
Exploitation: Removed the graphical effects from this passive due to it being too difficult to notice and causing performance issues..Destruction Staff
Decreased the damage of Force Shock and Crushing Shock by 10%.
Elemental Ring (Impulse morph): Fixed an issue with the tooltip not displaying the appropriate duration for the damage over time.
[Moderator Note: Edited per our rules on Cursing & Profanity]
Shame, that people cant play the most OP class in eso, the sorcerer.
davedwildebeast wrote: »[*] Surge (All Ranks & Morphs): This ability can now trigger off of doing damage to player characters that are using damage mitigation shields. (Sounds like a buff... until you realize that all players can crit against the only thing keeping us alive... our shield! which combined with a 15% nerf to damage shield... is a... wait for it... nerf!)
davedwildebeast wrote: »[*] Surge (All Ranks & Morphs): This ability can now trigger off of doing damage to player characters that are using damage mitigation shields. (Sounds like a buff... until you realize that all players can crit against the only thing keeping us alive... our shield! which combined with a 15% nerf to damage shield... is a... wait for it... nerf!)
I'm not sure that change means shields can be crit.
davedwildebeast wrote: »I'm worried that the simplest answer is usually the right one... and that's that damage shields are now crit'able.
christoph.dessleb17_ESO wrote: »davedwildebeast wrote: »I'm worried that the simplest answer is usually the right one... and that's that damage shields are now crit'able.
If that's the case they wouldn't bother to list every single skill that is now working correctly on shields.
davedwildebeast wrote: »SO... Patch notes for 1.6.3 are out!
[*] Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted (2% spell power is less than a 1% damage increase I believe - Tiny buff!) instead of 10% reduced cost to lightning spells. (BIG nerf!)
Septimus_Magna wrote: »davedwildebeast wrote: »SO... Patch notes for 1.6.3 are out!
[*] Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted (2% spell power is less than a 1% damage increase I believe - Tiny buff!) instead of 10% reduced cost to lightning spells. (BIG nerf!)
I was really baffled when the patch notes came out, the Expert Mage passive was really good because it made Mages Fury pretty cheap (good for execution phase during boss fights) and it made Bolt Escape cheaper to cast. This will have a big impact on bolt escape because it already costs more if you cost it twice within 4 seconds. Bolt escape will probably cost 20% more to cast because you often use it 2-3x in a row. This is teeth grinding frustrating, first nerf LA so it offers almost no protection against physical AND spell damage. Secondly nef shields, our only protection, by 15% in cyrodiil and by roughly 15% (with average crit rating of 30%) because some duelers only stack magicka and have big shields in 1vs1 fight. Finally increase, the already high cost, of Bolt escape effectively by 20%.
To summarize the 1.6.3 LA sorcerer:
-low survivability because of small shields, no class self heal, no physical and spell resistance.
-average damage, only crystal frags and curse are used for damage.
-average execute because it costs more and only does damage from 20% health or lower.
-little chance to escape because bolt escape costs more magicka.
Oh wait, its fixed with 2-3% increased spell damage, are you seriously having a laugh?
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Septimus_Magna wrote: »davedwildebeast wrote: »SO... Patch notes for 1.6.3 are out!
[*] Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted (2% spell power is less than a 1% damage increase I believe - Tiny buff!) instead of 10% reduced cost to lightning spells. (BIG nerf!)
I was really baffled when the patch notes came out, the Expert Mage passive was really good because it made Mages Fury pretty cheap (good for execution phase during boss fights) and it made Bolt Escape cheaper to cast. This will have a big impact on bolt escape because it already costs more if you cost it twice within 4 seconds. Bolt escape will probably cost 20% more to cast because you often use it 2-3x in a row. This is teeth grinding frustrating, first nerf LA so it offers almost no protection against physical AND spell damage. Secondly nef shields, our only protection, by 15% in cyrodiil and by roughly 15% (with average crit rating of 30%) because some duelers only stack magicka and have big shields in 1vs1 fight. Finally increase, the already high cost, of Bolt escape effectively by 20%.
To summarize the 1.6.3 LA sorcerer:
-low survivability because of small shields, no class self heal, no physical and spell resistance.
-average damage, only crystal frags and curse are used for damage.
-average execute because it costs more and only does damage from 20% health or lower.
-little chance to escape because bolt escape costs more magicka.
Oh wait, its fixed with 2-3% increased spell damage, are you seriously having a laugh?
do not forget that curse is now blockable...
i would really love to see the uproar if dk dots and dotalikes would be changed to have the same restrictions as curse with only one per caster AND per target.
that would by the way fix the dps advantage of dks in pve in one go :P
Septimus_Magna wrote: »davedwildebeast wrote: »SO... Patch notes for 1.6.3 are out!
[*] Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted (2% spell power is less than a 1% damage increase I believe - Tiny buff!) instead of 10% reduced cost to lightning spells. (BIG nerf!)
I was really baffled when the patch notes came out, the Expert Mage passive was really good because it made Mages Fury pretty cheap (good for execution phase during boss fights) and it made Bolt Escape cheaper to cast. This will have a big impact on bolt escape because it already costs more if you cost it twice within 4 seconds. Bolt escape will probably cost 20% more to cast because you often use it 2-3x in a row. This is teeth grinding frustrating, first nerf LA so it offers almost no protection against physical AND spell damage. Secondly nef shields, our only protection, by 15% in cyrodiil and by roughly 15% (with average crit rating of 30%) because some duelers only stack magicka and have big shields in 1vs1 fight. Finally increase, the already high cost, of Bolt escape effectively by 20%.
To summarize the 1.6.3 LA sorcerer:
-low survivability because of small shields, no class self heal, no physical and spell resistance.
-average damage, only crystal frags and curse are used for damage.
-average execute because it costs more and only does damage from 20% health or lower.
-little chance to escape because bolt escape costs more magicka.
Oh wait, its fixed with 2-3% increased spell damage, are you seriously having a laugh?
do not forget that curse is now blockable...
i would really love to see the uproar if dk dots and dotalikes would be changed to have the same restrictions as curse with only one per caster AND per target.
that would by the way fix the dps advantage of dks in pve in one go :P
Because you can only hit one boss at the same time? I don't think so.
Check it out, unstable clanfear now heals when you unsummon it (and it is a good heal!). We got a heal guys!! They did listen to us, they just didn't tell us about it in the patch notes! I apologize for my surly attitude You can't just spam it (have to wait for the clanfear to start summoning) but you can get it off pretty fast (you lose the mag if you mess up and no heal).
Check it out, unstable clanfear now heals when you unsummon it (and it is a good heal!). We got a heal guys!! They did listen to us, they just didn't tell us about it in the patch notes! I apologize for my surly attitude You can't just spam it (have to wait for the clanfear to start summoning) but you can get it off pretty fast (you lose the mag if you mess up and no heal).
So I'm going to magicka dump to summon a clanfear, then unsummon it, for a heal? Is it ok if I'm not to excited about that?
Daedric mines- Screen shake reduced to sub-apocalyptic levels. Wonderful change