If DKs are naturally "tanky," Nightblades are "stealthy" then the defining principle in my opinion for Sorcerers was mobility i.e. Bolt Escape, Boundless Storm.
Giving a snare purge + 2 sec immunity to snares for Thundering Presence could be a nice buff.
The speed and minor AOE balance against the better mitigation found in Shuffle which gives 20% flat dodge chance (stronger than Major Ward/Resist which is 8% mitigation imo).
If DKs are naturally "tanky," Nightblades are "stealthy" then the defining principle in my opinion for Sorcerers was mobility i.e. Bolt Escape, Boundless Storm.
Giving a snare purge + 2 sec immunity to snares for Thundering Presence could be a nice buff.
The speed and minor AOE balance against the better mitigation found in Shuffle which gives 20% flat dodge chance (stronger than Major Ward/Resist which is 8% mitigation imo).
Magicka sorcerers are no longer mobile relative to the other classes. They are one step above magicka dk/templar, and slower than everything else. Mobility does NOT define sorcerer. Compounding this is the nerf to movement speed buffs.
We can move quickly over a very short distance. Anything stam is way, way faster.
ZOS_GinaBruno wrote: »Sorcerer
- Daedric Summoning
- Summon Unstable Familiar: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
- Summon Winged Twilight: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
I thought reducing the amount of time for which the skill button must be held from 4 seconds to 2 seconds seemed like an appropriate method of dismissing pets. Can we just have the 4 second button-hold back if this is going to be the alternative?
ZOS_GinaBruno wrote: »Sorcerer
- Daedric Summoning
- Summon Unstable Familiar: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
- Summon Winged Twilight: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
What just happened here...
I thought reducing the amount of time for which the skill button must be held from 4 seconds to 2 seconds seemed like an appropriate method of dismissing pets. Can we just have the 4 second button-hold back if this is going to be the alternative?
If I'm trying to quickly go into stealth to evade enemy players, I don't have time to leave myself completely defenseless by going into a menu, scrolling through a list of active effects, and picking out the two that need to be deactivated. Not that leaving myself defenseless for 8 seconds is any better, but at least I would still be able to move around.
@Wrobel, does this mean that we're definitely not getting the volatile familiar's death explosion (i.e., the feature which made the unstable familiar skill even remotely worthwhile for pvp) back; and that ZOS is not open to discussion about that feature?
SmalltalkJava wrote: »Remember pet stealth will be fixed soon. Before pts goes live
ZOS_GinaBruno wrote: »Sorcerer
- Daedric Summoning
- Summon Unstable Familiar: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
- Summon Winged Twilight: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
What just happened here...
I thought reducing the amount of time for which the skill button must be held from 4 seconds to 2 seconds seemed like an appropriate method of dismissing pets. Can we just have the 4 second button-hold back if this is going to be the alternative?
If I'm trying to quickly go into stealth to evade enemy players, I don't have time to leave myself completely defenseless by going into a menu, scrolling through a list of active effects, and picking out the two that need to be deactivated. Not that leaving myself defenseless for 8 seconds is any better, but at least I would still be able to move around.
@Wrobel, does this mean that we're definitely not getting the volatile familiar's death explosion (i.e., the feature which made the unstable familiar skill even remotely worthwhile for pvp) back; and that ZOS is not open to discussion about that feature?
Agreed.
The pet redesign, outside maybe of making a Sorc Healer, is terrible. It was better before.
Back to the drawing board guys. Seriously. Sometimes you just have to admit a change didn't work, and come up with a new alternative. A great example of what not to do, in a similar case would be Proxy. Terrible design, but they keep trying to tweak a failure into a success.
ZOS_GinaBruno wrote: »Sorcerer
- Daedric Summoning
- Summon Unstable Familiar: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
- Summon Winged Twilight: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
What just happened here...
I thought reducing the amount of time for which the skill button must be held from 4 seconds to 2 seconds seemed like an appropriate method of dismissing pets. Can we just have the 4 second button-hold back if this is going to be the alternative?
If I'm trying to quickly go into stealth to evade enemy players, I don't have time to leave myself completely defenseless by going into a menu, scrolling through a list of active effects, and picking out the two that need to be deactivated. Not that leaving myself defenseless for 8 seconds is any better, but at least I would still be able to move around.
@Wrobel, does this mean that we're definitely not getting the volatile familiar's death explosion (i.e., the feature which made the unstable familiar skill even remotely worthwhile for pvp) back; and that ZOS is not open to discussion about that feature?
Agreed.
The pet redesign, outside maybe of making a Sorc Healer, is terrible. It was better before.
Back to the drawing board guys. Seriously. Sometimes you just have to admit a change didn't work, and come up with a new alternative. A great example of what not to do, in a similar case would be Proxy. Terrible design, but they keep trying to tweak a failure into a success.
pets in pvp, there's an example of what NOT to do..
Peel_Ya_Cap_517 wrote: »Why are they making Sorc pets require MORE micro-managing? If I am reading this right, you have to press them again to trigger their attack?
a summon centric gear set would be great. There are so many cool things zos could do with them. Sets that enhance sorc abilities if you gave a pet up. sets that increase pet attack speed by 75%, or even doubleConcerning pets.
After testing different pet builds, here are some problems making them not viable in PVP:
- Pet global AI (especially focus system), reactivity and speed
- Pet damages too low considering that you need 2 slots for each of them. PVP players prefer slotting something else instead (and they're right).
- Necropotence set is still v12 and full sturdy.
...(non-exhaustive list)
Maybe some directions to be explored.
Peel_Ya_Cap_517 wrote: »Why are they making Sorc pets require MORE micro-managing? If I am reading this right, you have to press them again to trigger their attack?
Maybe, and I'm writing MAYBE, it will work better if one is playing a off-heal or tank sorc with pets. Having the clannfear heal you for 35% health at your command (don't know about cooldown) "seems" nicer than of having to un-summon it. Also the matriarch healing itself and two allies at your command "seems" like a nice change. The scamp, that I run with, will be more micromanaging, sure, but I can, probably, live with that.
Peel_Ya_Cap_517 wrote: »Why are they making Sorc pets require MORE micro-managing? If I am reading this right, you have to press them again to trigger their attack?
Maybe, and I'm writing MAYBE, it will work better if one is playing a off-heal or tank sorc with pets. Having the clannfear heal you for 35% health at your command (don't know about cooldown) "seems" nicer than of having to un-summon it. Also the matriarch healing itself and two allies at your command "seems" like a nice change. The scamp, that I run with, will be more micromanaging, sure, but I can, probably, live with that.
seitekisaki wrote: »So I might be saying something similar to a lot of people but here goes.
Now that the sorc definitely has reliable class healing they do not need a hardened ward as strong as it is now. Every other class with a class shield with its highest resources for the shield can't get as much damage or shield strength with bastion as a sorc can with its shield.
The excuse used to be that sorc's didn't have reliable healing so they needed a defensive shield. Keeping that in mind I honestly think its completely ridiculous to keep the shields as they are now. They need to be toned down. They should still be stronger than other shields but definitely shouldn't be able to sustain with only a shield and be tankier than a DK and have better survivability and competitive heals than a Templar.
Nerf the sorc's shields please, and no do not make shields critable because it would only cripple classes like DK and Templar or even NB that uses healing ward and class shields to survive. A sorc could maintain a powerful shield and powerful damage unlike any other class, (Here I am repeating myself) which is ridiculous because now they have powerful healing capabilities.
With that being said I like the sorc changes. I like variety in the classes. Stam sorc still needs help but I think this has been good for pet sorcs.
tl;dr Sorc shields very strong and now they have reliable class healing. Something is wrong with that. (and yes I have a sorc)
seitekisaki wrote: »So I might be saying something similar to a lot of people but here goes.
Now that the sorc definitely has reliable class healing...
seitekisaki wrote: »I wasn't clear about what type of setting I was talking about. The pet is strong in a group pve setting while shield stacking is stronger in a pvp setting. Since you guys want to talk pvp though imagine this. With around 52k max magicka I could pump out a lot of consistent damage along with a 17k shield in pvp with just hardened ward alone. I still don't think that is very well balanced considering the fact that Sorc's have more mobility than other classes in pvp going into next patch. I'm not saying the shields should be lowered significantly though. Just enough.