andypappb16_ESO wrote: »
The game's mechanics. Max magicka is an offensive stat and should not dictate defensive abilities. It's simple game logic and why other MMORPG will utilize an endurance, toughness or constitution stat.
"Looks like he's using an unrelated, outside variable to dictate the conditions of the designed axiom, Drog-Mazam. Let's see if it works out for him."
Logic is controlled by the principals of the set therein. You've confused it to mean, "the way I think and feel about it."
Not saying your point is wrong, just being a stickler about the lexicon.
andypappb16_ESO wrote: »
The game's mechanics. Max magicka is an offensive stat and should not dictate defensive abilities. It's simple game logic and why other MMORPG will utilize an endurance, toughness or constitution stat.
"Looks like he's using an unrelated, outside variable to dictate the conditions of the designed axiom, Drog-Mazam. Let's see if it works out for him."
Logic is controlled by the principals of the set therein. You've confused it to mean, "the way I think and feel about it."
Not saying your point is wrong, just being a stickler about the lexicon.
The phrase "game logic" was used. Shields scaling off of max magicka makes just as much sense as a 7/7 heavy armor clad warrior being able to cast spells for near nothing. It breaks game logic. A defensive ability such as a shield should scale off of a defensive stat.
andypappb16_ESO wrote: »
The game's mechanics. Max magicka is an offensive stat and should not dictate defensive abilities. It's simple game logic and why other MMORPG will utilize an endurance, toughness or constitution stat.
"Looks like he's using an unrelated, outside variable to dictate the conditions of the designed axiom, Drog-Mazam. Let's see if it works out for him."
Logic is controlled by the principals of the set therein. You've confused it to mean, "the way I think and feel about it."
Not saying your point is wrong, just being a stickler about the lexicon.
The phrase "game logic" was used. Shields scaling off of max magicka makes just as much sense as a 7/7 heavy armor clad warrior being able to cast spells for near nothing. It breaks game logic. A defensive ability such as a shield should scale off of a defensive stat.
Game logic? Stickler for lexicon?
Hang on everybody we've got to interrupt this productive thread on class development so we can circle-jerk lore and classic rpg class paradigms.
Twilight matriarch morph is hard to keep alive vs single target spell/atks. You have no idea what its hp are because you cant see it in combat, when you crosshair over it you cant even see it then if there are players nearby because it doesnt take priority in the UI or something. It also needs more hp, it goes down extremely fast if someone decided to focus it.
I suggest increasing its hp by atleast 50% and adding its hp bar to the UI much like group/party UI shows other hpbars.
Waffennacht wrote: »What reduced the costs @andypappb16_ESO ?
The volatile familiar received a heavy nerf with this patch and is useless now. It was an important source of addiotional burst and a reliable stun in pvp. This pet was the one and only reason to run a pet build in pvp. Now where it's gone, there is no point in using pets in pvp. The Twilight is a one shot and low damage and the volatile familiar is even less damage now.
It should stun on the first tick, in order to still be a reliable stun and it needs a damage boost. It should at least deal ~12% of your max Magicka as damage per tick. Or, still deal 20% on the first tick, but only 5% on the other ticks.
And I also don't see, why people say 'Sorcerers will dominate pvp now' This is not true. Sorcerer is the only class that received NO buffs in this patch, while other classes received plenty. Even Nightblades. And the buffs to the twilight can be ignored, it is still not good damage wise. And elemental expert adding elemental damage and magic damage, makes no difference as well. Because elemental defender now offers both, elemental and magic resistance. So nothing really changes in pvp. But now there is this passive, which increases damage agains damage shields and everone will put points into this.
Sorcerers will have harder times in pvp now. Pet builds are dead and Sorcs will take much more damage.
SmalltalkJava wrote: »These pet changes are buffs, it will just require adaptation. we have 2 heals now. both of which Stan can use depending on whether their magic or health is higher.
Stealth on the pets is going to be fixed. So they can be used un pvp now. the pulse damage on the volatile will pull NB from stealth, and pets chase NB when they do stealth
The twilight matriarch special ability (heal) cost too much, I think it cost me nearly 5k magicka to cast it, its a tad much imo.
its cheaper than BoL and heals for (far) more (as the second healed is not effected by the 50% reduction BoL faces) ...
same race statpoints and equip on both chars.
none theless pets should have a 4-5sec lingering effect before they got dispelled after a bar switch without double slotting wich gets refreshed once you are back on a bar with it slotted.
Okay more testing done... some more feedback..
Unstable Clanfear:
- I don;t think anyone except A health Stacking Sorc tank will use this pet. If this was your goal/intention then i guess you got it but it would be far more interesting if this pet's special ability was a taunt (maybe too OP) or something else.. The heal this pet does is redundant compared to the Healing Twilight.
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Okay more testing done... some more feedback..
Unstable Clanfear:
- I don;t think anyone except A health Stacking Sorc tank will use this pet. If this was your goal/intention then i guess you got it but it would be far more interesting if this pet's special ability was a taunt (maybe too OP) or something else.. The heal this pet does is redundant compared to the Healing Twilight.
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See, now I kind of want to see shields be based off of health just so I can never die again.
Huge health bar + huge clanfear heal + huge shields for both + super high magicka regen would be the most annoying thing to fight in pvp.
Okay more testing done... some more feedback..
Unstable Clanfear:
- I don;t think anyone except A health Stacking Sorc tank will use this pet. If this was your goal/intention then i guess you got it but it would be far more interesting if this pet's special ability was a taunt (maybe too OP) or something else.. The heal this pet does is redundant compared to the Healing Twilight.
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See, now I kind of want to see shields be based off of health just so I can never die again.
Huge health bar + huge clanfear heal + huge shields for both + super high magicka regen would be the most annoying thing to fight in pvp.
not really...
a setup like that isn't going to do much dmg if any... just ignore it.
or kill the clanfear.... it would have TOPs 25K hp , it has *** defence and takes FULL dmg in cyrodil (not half)...
the sorc could recast it i suspose but you are bad if you let him/her, 1.5s cast is easily interuptable.
@Wrobel a couple of ideas for stam sorc here;
Instead of breaking current abilities for magicka sorcs, these morphs should change functionality if you're stamina based. They should also now scale from max stamina/weapon damage
Crystal Fragments
Now only works when within melee range. Slice your target with a crystal sword, inflicting major fracture (or bleed damage).
Why is this cool?
Because now stamina sorcs have a DD ability, AND they can make use of the passives in the dark magic tree. Currently, this whole tree is pretty much useless to us. The self healing from this tree would be very beneficial.
Endless Fury
Lash your target with a lightning whip for X lightning damage. This has a splash damage effect where enemies near your target receive 20% of the damage. Heals you for X amount over 5 seconds for everyone hit.
Why is this cool?
Once again, a lot of us would really like the option for class DD abilities. We're Sorcerers, being able to deal out lightning damage would be pretty awesome.
The heal effect would be useful because survivability on stam sorc at the moment is at an all time low.
Please do something. I was pretty upset we received nothing in this patch, and as you can see, I'm not alone. We still have time.
Yolokin_Swagonborn wrote: »
- Thundering presence needs to be reverted to a magicka utility and offer a longer duration on the speed buff.
- Stamina sorc needs a stamina based instant cast non-reflectable skill DPS skill (not dot).
- Overload ultimate needs to scale to stamina properly like all ultimates are supposed to when stamina is the higher resource pool.
- Streak should reset the cool down timer if you cause damage with the skill- this rewards sorcerers for staying in the fight (and using the skill offensively) but still punishes them for running away. Not being able to use our class defining ability more than once is a real letdown.
This would be a good start. I would like to see the sorcerer class reworked in the long run, have pets reworked and overload reworked but this would be a good start.
To properly heal you have to leave the twilight maily passive as the heal is centered around the pet and not the sorc - thus easily outranged.
Ungernb16_ESO wrote: »Changes on pets will not change because the pets are uncontrollable and often visible in PvP.
You have a set of armor stamina based on the pets, but pets are based on the maximum magika ...
@Ungernb16_ESO actually pets are controllable with the pet command button assigned in the controls menu. You have to press your assigned button + left click to attack (with or without a target), and + right click for follow mode.
The twilight matriarch special ability (heal) cost too much, I think it cost me nearly 5k magicka to cast it, its a tad much imo.
its cheaper than BoL and heals for (far) more (as the second healed is not effected by the 50% reduction BoL faces) ...
same race statpoints and equip on both chars.
none theless pets should have a 4-5sec lingering effect before they got dispelled after a bar switch without double slotting wich gets refreshed once you are back on a bar with it slotted.
Comparison on live: 9520 for bol to 7802 (39008 max magica) for twilight heal using the same gear for a bosmer magica templar to a highelve sorc. 5 Kag 3 willpower (2 healthy) 2 Engine Guardian 2 Torug
The pts gear provided does favor the twilight heal over bol bc you´re loosing much more spelldmg than max magica compared to live enviroment which directly influences bol performance.
It is cheaper though and if my templar were a magica race they´d heal for pretty similar amounts for two targets hit.
Twilight still remains 1shotable in pvp leaving you without healing option. No idea about pve.
To properly heal you have to leave the twilight maily passive as the heal is centered around the pet and not the sorc - thus easily outranged.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"