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Official Feedback Thread for Sorcerers

  • dodgehopper_ESO
    dodgehopper_ESO
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    Master_Kas wrote: »
    Xeven wrote: »
    What about the ability to streak offensively without cost penalty?

    I can only avoid so many wrecking blows before my magicka and stamina start to become a problem, and if you eat one WB, chances are you're going to eat two and an executioner or dragon leap before you can even get up, IF you even get up.

    Suggestion:
    The Bolt Escape Fatigue debuff should not be applied if you do damage with the spell.

    I'd want this. ZOS plz.

    Yeah, if you aren't fleeing then the whole "It's not fair that Sorcs just bolt out of a fight!" argument falls apart.

    I have to say this annoys me as well, since I've never used the skill in this cowardly manner. I always saw its intended purpose as cc + battle repositioning + in some cases magicka soak (bolt escape).
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
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    <And plenty more>
  • TheDarkShadow
    TheDarkShadow
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    Do pets still break Rune Cage immediately after you applied it?
    Edited by TheDarkShadow on February 22, 2016 2:40AM
  • Master_Kas
    Master_Kas
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    Grippz wrote: »
    Master_Kas wrote: »
    Xeven wrote: »
    What about the ability to streak offensively without cost penalty?

    I can only avoid so many wrecking blows before my magicka and stamina start to become a problem, and if you eat one WB, chances are you're going to eat two and an executioner or dragon leap before you can even get up, IF you even get up.

    Suggestion:
    The Bolt Escape Fatigue debuff should not be applied if you do damage with the spell.

    I'd want this. ZOS plz.

    This idea was thrown about a lot when the original nerf was introduced. Unsurprisingly, ZOS ignored the calls for such a change.

    Frankly, I'd be happy if they just sorted out the
    AWFUL momentum loss after a streak. Twinned with the ridiculous silence on gap closers (which for whatever reason they are not removing) it makes streak altogether useless as a repositioning tool of you are fighting someone even remotely competent.

    Agreed. My main is a nightblade, but my sorc is my second most played character.
    Sadly I haven't played it lately mainly because streak is the worst skill in the game to use when it's laggy (which it always is in Cyrodiil). Then we have the bolt nerf and the gapcloser stun. I always used streak in combination with curse to stop permarollers in 1.6 or to hunt down cloaking targets. But atm it's a bit to costly specially if you face more than one player which you always do -.-

    Sadly I doubt this will happen since ZOS seem to be on a crusade to nerf all mobility skills in the game :

    Streak/Bolt
    Dodgeroll
    Bow-dodgeroll passive
    Rapid manouvers

    They don't even seem to notice that these changes affect solo players or small groups way more than it affect the raids and zergs.

    For example the latest change to rapid on the PTS:
    When you heal allies , retreating manouvers cancels. This nerf came probably from the complaints on the forums saying "the zergs/ballgroups move way to fast".

    Problem is they don't think about the smaller groups who try to kite / escape a zerg with rapids while healing from the damage they have taken and are taking. But yeah. This game has so much potentional but it seems they screw up things so bad patch after patch.

    Sorry for going offtopic. But I dislike mobility nerfs alot, on all classes and specs.
    Edited by Master_Kas on February 22, 2016 3:01AM
    EU | PC
  • ToRelax
    ToRelax
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    So before the Update goes live, I thought I should at least try to give some feedback on how to balance the Sorcerer class again and make it more fun to play with. Based on experience a very unlikely thing to happen, but... let's get started.

    Since I am mainly a PvP player, that's what I'll mostly give feedback on. I'll try to do my best not to affect the PvE Sorc negatively / state wich things I propose would likely do so. I will also create another thread here with this exact post, so anyone who wants to can comment on it, since it'll probably become a pretty large wall of text.
    I'll go through the skill lines and comment on any active skill I'd like to see changed.

    Dark Magic
    • Crystal Blast (morph of Crystal Shard)
      Even with the increased AoE damage component, this ability is pretty useless, to put it lightly. Reasons are two: Firstly a casttime is a highly negative factor when choosing a morph because of the fast paced combat and enemies who are only too happy to interrupt you for a free cc, lost time and increased damage for them. Secondly, the projectile of Crystal Blast is flying in a curve, unlike the base ability and other morph, drastically increasing it's travel time. This gives opponents time to react to a skill that is already easy to counter.
      Now I don't want to make it instant cast or just copy the other morph, that would kind of take away it's whole point. Instead, I would respond to a comment, @Wrobel recently made on ESO Live. If this skill is intended to be used against multiple enemies coming at you, then make it work accordingly. To make large scale PvP fights more strategic, we need ranged AoE and mass CC, and like Crystal Blast, iterations currently in game aren't living up to that purpose.
      To make this morph worth picking over Crystal Fragments, it has to be reliable for it's purpose. It is splash damage, originating from an enemy player's position, so it is harder to target an enemy group than if you could freely choose a ground target (like for example Lightning Flood). That's why the radius needs to be increased. Further, when the goal is to harm multiple enemies, it needs to cc (knock down) more than one. The casttime is still more than enough time to either spread out or block the projectile, in both cases countering this morph. Lastly, I would not even consider using this morph without the projectile flying in a direct line like Crystal Fragments. It really does make a huge difference.
    • Shattering Prison (morph of Encase)
      The damage this morph rarely ever happens and certainly not when needed, because it can be avoided by rolling out of or purging the root. Therefore the damage (wich isn't even very high) should also happen if the enemy rolls out of or purges the root. This way there is a choice for the enemy, because the root can be reapplied right away, again causing damage. If an enemy decides to stay rooted, the damage will be negligable.
    • Restraining Prison (morph of Encase)
      Like Shattering Prison, this morph's snare should apply even when the enemy rolls out of the root. I am against applying the snare when the root is purged though, because that would force another Purge to move freely. Especially in the case of Shuffle used as a Purge for only roots and snares, it would not be balanced. Making it apply to enemies rolling out of the root would still make the morph effect apply against the most common counter that is accessible to everyone, thus increasing build variety. Currently, it is completely irrelevant wich morph of Encase a Sorcerer is using, that should change.
    • Rune Prison
      All ranks and morphs of this ability should not prevent an enemy affected by it to be affected by another hard cc. It is a huge drawback to using this ability, that enemies in the Rune Prison can not, for example, be knocked down by Crystal Fragments, but instead are freed from their cc and granted cc immunity when hit with another hard cc.
    • Dark Exchange
      This ability and it's morphs should scale with your resources again. It was a fun and diversifying concept that builds could be build around. Deciding wich amount of regen and maximum stats benefits one's playstyle the most when using this ability could be a tough choice, because with the threat of being interrupted, the ability could not be used in every situation. But now everyone gains and loses the same amount of stats with this ability, taking out the fun.
    • Deadric Minefield (morph of Deadric Mines)
      I would like this ability to have more use in large scale battles. Unlike the other morph, it can not be used as a ranged damage skill and root. I believe, the mines should be able to hit several targets, very much like Fire Rune from the Mage's guild skill line. That way even a large group of enemies would have to think twice before simply running over the minefield as if it was nothing, much to the benefit of strategic group play. Also, if Deadric Mines still do not take the caster's spell penetration into account, that should be changed.
    • Negate Magic
      All of us who played this game before update 6 know that this ultimate is a mere shadow of it's former self. It was then argued what let the developer's to nerfing it that badly and how it should be made more viable again ever since. So I will admit that the morph Absorption field was over the top when used by many Sorcerers one after another in a coordinated manner. It would mean that a certain area is controlled by one faction simply because their group had slightly more Sorcerers than the opposing one. With that in mind, the Ultimate had two powerful aspects: On one hand it removed suppressed any ground AoE, wich was covered by the base ability. On the other hand the more popular morph at the time, Absorption Field, restored a percentage of magicka and health to all friendly players inside the area for every removed effect, effectively making them unkillable if only their enemies were unknowing enough to spam ground AoEs inside the Negate.
      Starting off, I would increase the cost of this ultimate, when following the other changes I will suggest, back to 250 ultimate. Also, if this skill currently removes stamina based effects, it should stop doing that.
      • Suppression Field (Negate magic morph)
        I would restore the ability to remove ground effects even after the inital cast to this morph. If it would be slightly over the top, one or both minor buffs attached could be removed to balance it out. This ability would add more strategy to large group fights without turning them into a Negate meta (again). Reasons for that not to happen are 1.) missing resource return from the former Absorption field, 2.) unpopularity of ground effects overall and 3.) viability of stamina builds.
      • Absorption Field (morph of Negate Magic)
        This morph is currently in a very weak state as it grants buff that can otherwise be obtained by simply using potions, and Rapid Maneuver or other skills wich provide a speed buff without having to stay within a small area. I believe it would be a good choice to let it restore magicka, health and stamina based on the amount of effects removed. However, doing so at once would benefit players who stack the most damage possible while foregoing sustain, wich already is a big problem in the current large scale meta. I believe the approach ZOS took in increasing percentages of regenerations is a very good one, but only if the buff would be unique and only for magicka and stamina returns, to not further nerf vampirism in PvP.
        So that said, I would like this morph to restore a percentage of health for every effect removed, as well as increase the magicka and stamina regeneration for every friendly player while inside the area based on the number of effects removed, up to a limit because some things like Deadric Minefield would be very embarassing when uncapped (for example 5% for every effect, capped at 60%).
        This way both morphs will offer strategic benefits in the area even after the initial cast, while neither of them and not even both used together by different players will be as powerful as Absorption Field used to be in 1.5 and earlier versions of the game.

    Deadric Summoning
    • Summon Unstable Familiar
      The Clannfear can't be protected by a stamina player with his small damage shield and the Unstable Familiar is easily rooted and disposed of. The ability can not be used as a PBAoE anymore anyway, the Volatile Familiar's AoE can't reach high DPS anymore nor does it stun instantly. I don't see any reason for this skill and it's morphs to still have a casttime and advocate for it to be removed.
      Furthermore, I have not been testing the ability extensively after 1.6 PTS because I'm simply not interested in it anymore. But should it still be the case that the Pet's attacks do not take spell penetration into account (like Deadric Mines) and that the Volatile Familiar's "Explosion" does not deal increased damage against targets affected by Deadri Prey, that should be changed.
      • Summon Unstable Clannfear
        If not already the case (I think not), the summoned clannfear's damage should scale with either magicka or stamina, wichever is higher, providing a buff to any stamina Sorcerers who would like to use it.
    • Bound Armor
      This skill and it's morphs don't protect anyone anymore. They are mostly offensive skills now. To change that somewhat, simply grant all ranks and morphs the major and minor resolve and major and minor ward buffs. This will not stack with other sources to gain these buffs, but one would not need to use another buff like Lightning Form in addition to a toggle that already takes up 2-3 spots on a Sorcerer's bar, just to use all armor and spell resist buffs the class has to offer.
      For a morph effect for the Bound Aegis blocking cost reduction could be a nice idea. This way both stamina Sorcs are buffed if they don't want to use Lightning Form, and especially Sorcerer Tanks get a nice buff, while the PvP magicka Sorcerers, who already are in a good spot do not get anything out of this.
    • Summon Storm Atronach
      This ability and it's morphs should simply be immune to cc honestly. Having it break free is very nice, but should not be needed.

    Storm Calling
    • Mage's Wrath (morph of Mage's Fury)
      For an execute ability, when provided with a choice between dealing more damage to the main target, and basically anything else unless it's rediculous, a players will choose more damage. So while this morph is the less used currently, more damage to the main target is not an option. So let's go with more damage and/or larger radius of the AoE component. Very Similar to Crystal Blast, this morph could help Spread out fights. If enemies who are close to someone about to explode by this spell would have to worry at all, the morph choice would not be just as obvious and fights with someone using this spell involved could become a tiny little bit more tactical (he still needs to kill someone with it, after all).
    • Thundering Presence (morph of Lightning Form)
      At the very least this morph should have the same duration as Boundless Storm. What is the point of making class skills cost stamina when they drain more resources in the end simply because they last for a shorter duration? Also, the increased damage should last a few seconds longer if not for the whole duration. It already isn't very high in practice thanks to low elemental damage and spell penetration on a stamina build.
    • Liquid Lightning (morph of Lightning Splash)
      To help PvE Sorcerers, I would like this morph to be targeted at one enemy and stick to him, damaging him and all enemies in close proximity. To not turn this into a large buff for PvP, the effect could be broken out of (basicall giving enemies cc immunity exactly when they want) and purged. As a DoT it is not very powerful in PvP currently, and if an enemy is able to break cc whenever he wants, it makes the Sorcerer's burst combination including Crystal Fragments, Streak and Meteor that much less dangerous.
    • Surge
      This skill used to be a class defining skill of the Sorcerer class. In effect it made every Sorcerer an expert in the usage of staffs, but the buff system completely wrecked that aspect of the skill.
      Apart from that, we now have a cooldown on the heal and DoTs with their extremely vague definition don't provide heals at all. Remove the cooldown, let DoT crits heals again. If you really think it would be over the top, take any of the suggestions I already provided one year ago in this thread, that is healing from AoE capped at the 6 targets who take the full damage from said AoE ability, a total cap on the healing per second or magicka/stamina being drained in exchange for heals dependent on wich morph was being used.
    • Bolt Escape
      The magicka consumed by this ability should not stack with every consecutive cast. This nerf should be reverted in conjunction with the nerfs to dodge roll and block, meaning neither should the cost of dodge roll stack nor should players be unable to regen stamina while blocking. All of these nerfs are only targeted at making it harder to use defensive actions, wich is a huge contributor to the current zerg meta (if it doesn't work, just bring more people). When all resource management is a problem, then adress all resource management!
      • Ball of Lightning (morph of Bolt Escape)
        The Ball of Lightning should last for 3 seconds as 2.5 seconds proved to be too short of a time to make this morph worth it to most players. This still allows a one second window to launch spell projectiles against the user before the 4 second debuff from the last Ball of Lightning use runs out and the ability can be used at normal cost again.
    • Overload
      As for PvP, since there is no ultimate left in the game to consume more than 400 ultimate, this should be set as the maximum amount of ultimate that can be stored. This will limit a Sorcerer's ability to spam a hard hitting ranged spell without any cost. However I am aware that this will also drastically hurt the PvE side of the Sorcerer, so Sorcerers should be buffed in PvE simultaneously with this change.
      • Power Overload
        If anything, this morph should deal more damage than it's counterpart, not less. Further I would like to see it's heavy attacks uninterruptable. If those are to be the Sorcerer's AoE damage ultimate, they'd better be useable at all in PvP. Non stacked enemies won't be affected by this as it's way more efficient to use light attacks against those.

    edit: power overload heavy attacks should be uninterruptable ofc
    Edited by ToRelax on February 22, 2016 10:51AM
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Xeven
    Xeven
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    I think we can all agree that stam dks give us the most trouble, so I want something to help deal with that. When other classes spam wrecking blow, you can apply meaningful pressure to keep it to a minimum. When a flappy stam dk spams wrecking blow, you have to dodge block or streak, because you cannot apply enough pressure to attain any breathing room, and we cant do very much of any of that. They will remain permanently glued to your face with a wrecking blow always on the wind up. Mines and curse do not scare them, and you have to remain mobile. You will never get a inevdet off unless they are sloppy. The rune prison morphs are useful but still not enough.

    Im not talking about scrub stam dks here. Im talking about the tipy top level well built, well played monsters. Currently sorcerer has a real problem with them. Like we legit cant do anything but try to stay alive. Perhaps meteor and the physical cp star will be enough, but I doubt it.

    I'd really like to see something to help with this problrm we all face. The previously suggested streak change would certainly do the trick, but I highly doubt we will ever get that. Insta cast inevdet? No chance. Cost reduction for blocking behind shields? Yeah right. I don't know what the answer is, but I know we do not currently have the toolset to compete with this build at the highest level.
  • olsborg
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    Restraining prison will snare if they dodge out of it, the snare might need a buff tho, cause it lasts very short and parts of it is very low % compared to other ppls snare (ie lotus fan etc)

    PC EU
    PvP only
  • olsborg
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    @ToRelax
    The magicka consumed by this ability should not stack with every consecutive cast. This nerf should be reverted in conjunction with the nerfs to dodge roll and block, meaning neither should the cost of dodge roll stack nor should players be unable to regen stamina while blocking. All of these nerfs are only targeted at making it harder to use defensive actions, wich is a huge contributor to the current zerg meta (if it doesn't work, just bring more people). When all resource management is a problem, then adress all resource management!

    This. This is the main issue I have with ESO atm and its making me thinking about taking a break from the game. The developers are making it harder and harder to solo or smallscale vs larger numbers and the game is becoming more and more zergy by every update.
    Its already quite challenging being solo in this game, but with every update it becomes even harder...no wonder people start grouping bigger and bigger, soon it will be nigh impossible to solo. The game is being dumbed down so much so that people dont need to l2P anymore, they just need to whine so they can keep zerging the smallscalers.
    When did streaking away from a zerg ever kill anyone, when did doging to safety ever kill anyone, when did tanking a big group ever kill anyone, no..people in large groups just wanna be able to kill anyone so they dont have to think "someone is playing their char better then me/us"

    /endrant

    PC EU
    PvP only
  • ToRelax
    ToRelax
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    olsborg wrote: »
    Restraining prison will snare if they dodge out of it, the snare might need a buff tho, cause it lasts very short and parts of it is very low % compared to other ppls snare (ie lotus fan etc)

    I wasn't aware of that if it's true then. And I am even using this morph currently so yes that might need a buff then. Idk how the snare evolves over time, if it's linear maybe increasing total length by a second and making the snare decrease slower at the beginning might be enough.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Xeven
    Xeven
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    Restraining prison is extremely expensive, and extremely ineffective at being a gap opener because shuffle and gap closers exist.

    Im sure it has it's niche uses, but there are many reasons you dont see it often. We don't want to pin you down and get in your face. We want to keep you the *** out of ours. Our only effective gap opener was heavily nerfed and is hard countered by gap closers.

    Im not necessarily commenting on your comment, I'm just commenting about the ability. I don't see it as a very useful ability to begin with, and it is extremely cost prohibiting.

    Edited by Xeven on February 22, 2016 9:39AM
  • ToRelax
    ToRelax
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    Xeven wrote: »
    Restraining prison is extremely expensive, and extremely ineffective at being a gap opener because shuffle and gap closers exist.

    Im sure it has it's niche uses, but there are many reasons you dont see it often. We don't want to pin you down and get in your face. We want to keep you the *** out of ours. Our only effective gap opener was heavily nerfed and is hard countered by gap closers.

    Im not necessarily commenting on your comment, I'm just commenting about the ability. I don't see it as a very useful ability to begin with, and it is extremely cost prohibiting.

    I mostly use it to hold players inside the Meteor DoT/drain stam if they roll dodge, pull NBs out of Cloak, hold vamps mistforming away, or just gain better control over an outnumbered fight. I feel in most fights there's some use for it.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • RoamingRiverElk
    RoamingRiverElk
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    ToRelax wrote: »
    Xeven wrote: »
    Restraining prison is extremely expensive, and extremely ineffective at being a gap opener because shuffle and gap closers exist.

    Im sure it has it's niche uses, but there are many reasons you dont see it often. We don't want to pin you down and get in your face. We want to keep you the *** out of ours. Our only effective gap opener was heavily nerfed and is hard countered by gap closers.

    Im not necessarily commenting on your comment, I'm just commenting about the ability. I don't see it as a very useful ability to begin with, and it is extremely cost prohibiting.

    I mostly use it to hold players inside the Meteor DoT/drain stam if they roll dodge, pull NBs out of Cloak, hold vamps mistforming away, or just gain better control over an outnumbered fight. I feel in most fights there's some use for it.

    Which is why I read that part with horror from the point of view of magicka dk. But magicka dks just have issues that should be fixed separately, so I didn't protest. :p
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • Xeven
    Xeven
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    Agreed. I tend to have a very 1v1 sided view of things. The skill is great for the things that you mentioned.

    I can barely streak put a shield up and throw out a curse before the next wrecking blow is hitting me, so I was thinking about it in that context.

    I've never been one to ask for WB nerfs, but the amount of pressure you can apply with it behind wings is pretty insane. Either we need something to at least help deal with it, or it needs a nerf.

    Edited by Xeven on February 22, 2016 9:56AM
  • RoamingRiverElk
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    Xeven wrote: »
    Agreed. I tend to have a very 1v1 sided view of things. The skill is great for the things that you mentioned.

    I can barely streak put a shield up and throw out a curse before the next wrecking blow is hitting me, so I was thinking about it in that context.

    I've never been one to ask for WB nerfs, but the amount of pressure you can apply with it behind wings is pretty insane. Either we need something to at least help deal with it, or it needs a nerf.

    How's your stamina regen? Not just 700 I hope. ^^

    I think that most stamina DKs one counters in open world can be kept at bay with enough stamina regen and mines. The ten very best stamina DKs? Not sure, I don't really end up fighting them. x)

    You can also dance around them with boundless storm at times to be able to cancel some of the wbs. Most DKs also dislike Storm Atronach.
    Edited by RoamingRiverElk on February 22, 2016 10:03AM
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • Xeven
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    Stam is not the problem. I break free mid air every time, but their are heavy attacks inside those wbs, and before you even regain controls after the breakfree, youre being hit by another or a dragon leap. It's pretty crazy how players have evolved it into what it is today.
  • Xeven
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    I take that back. It can be a problem if you had to dodge roll 3 of them before the one hit you, but we should have something besides dodge roll, and streak is no longer the answer.

    If the answer is wear medium armor, block, and dodge, well then youre not a magsorc anymore.

    Edited by Xeven on February 22, 2016 10:09AM
  • Xeven
    Xeven
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    The good ones will fossilize your Atro. It is currently ineffective. It will break free in TG but after what, 8 seconds? Id rather smack them with a meteor streak combo.
  • RoamingRiverElk
    RoamingRiverElk
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    Xeven wrote: »
    Agreed. I tend to have a very 1v1 sided view of things. The skill is great for the things that you mentioned.

    I can barely streak put a shield up and throw out a curse before the next wrecking blow is hitting me, so I was thinking about it in that context.

    I've never been one to ask for WB nerfs, but the amount of pressure you can apply with it behind wings is pretty insane. Either we need something to at least help deal with it, or it needs a nerf.

    How's your stamina regen? Not just 700 I hope. ^^

    I think that most stamina DKs one counters in open world can be kept at bay with enough stamina regen and mines. The ten very best stamina DKs? Not sure, I don't really end up fighting them. x)
    Xeven wrote: »
    The good ones will fossilize your Atro. It is currently ineffective. It will break free in TG but after what, 8 seconds? Id rather smack them with a meteor streak combo.

    Won't they reflect the meteor though? I pretty much don't even try to use meteor against good DKs. Then again, that will change with TG... (Though I do think that Meteor should stay reflectable because now it will have no downsides whatsoever)

    I have less spell damage than most sorcs I guess, but do pretty well in 2vX with 1 stamina regen bonus from Willow's Path and 1 or 2 from jewelry enchants as an Altmer that uses 6 light 1 med.
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • Birdovic
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    Since I usually got an unused Spot on my RestoBar, I like to use Encase and moving behind them.
    If it always worked as its meant to, I was happy...
  • Xeven
    Xeven
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    Yeah, they'll reflect it so currently my DK ultimate is dawnbreaker.
  • Xeven
    Xeven
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    I love the meteor change. How many ultimates have a downside? Dragon Leap is awesome. Soul Harvest is awesome and cheap. Dawnbreaker is awesome and cheap, even vs non vamps. I don't see why meteor cant be strong. Atro sucks. Negate sucks. Overload is avoidable, slow, and reflectable.

    Edited by Xeven on February 22, 2016 10:30AM
  • RoamingRiverElk
    RoamingRiverElk
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    Clouding Swarm can be countered by mark and mage light in the next patch, despite the buff to Meteor. Dragon Leap can't be activated while rooted. So for magicka dks, they suck.

    I've been pretty happy with the Storm Atronach though in general pvp, mine rarely gets stunned for some reason. It's actually pretty weird how it so rarely gets stunned. Still, glad to see that it will be able to break free now.

    Dawnbreaker is strong indeed.
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • Birdovic
    Birdovic
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    I think Clouding Swarm shouldnt be possible to counter...
    Vamps got almost no useful Abilities, so atleast let the Ultimate work in a reliable manner^^
  • Master_Kas
    Master_Kas
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    Xeven wrote: »
    I love the meteor change. How many ultimates have a downside? Dragon Leap is awesome. Soul Harvest is awesome and cheap. Dawnbreaker is awesome and cheap, even vs non vamps. I don't see why meteor cant be strong. Atro sucks. Negate sucks. Overload is avoidable, slow, and reflectable.

    Both ultimates you wrote (Dragon leap and soul harvest) can be dodged.

    Meteor can't be dodged. Only blocked and even that fails alot of times and you still get knocked up into the air. ^^
    EU | PC
  • Xeven
    Xeven
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    I've never, ever had a meteor knock me into the air if I blocked it. It's got a 3 second audio and visual telegraph. Dawnbreaker cannot be dodged. Soul Harvest is instant, dirt cheap, and empowers the next attack. Just because it's dodgeable doesnt mean it should be.

    A dodgeable meteor would neuter the ultimate. It's not instant. It's not even close to instant. You can't see a Soul Harvest coming. You can even use it from stealth.

    It's like were comparing apples to diamonds.
  • Brrrofski
    Brrrofski
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    The Sorc class as a whole is very unbalanced. It has parts that are really really weak (Daedric summoning) and parts that are very very strong (Storm Calling) with a plethora of terrible skills.

    Sorc only has a small set of skills that are really good (Mines, Endless Fury, Streak, Frags, Curse and Ward) Everything else is PVE related, situational, or just stinks.

    I also do think Hardened Ward can be a bit over the top. I have 25k Health in PVP, and can add another 17-20k in Shields...in other words for other magic builds you have to get though 40k health to kill me and thats just ridiculous.

    This is even more apparent when you have played other classes besides a Sorc...

    if you don't have any other end game toons besides a Sorc you have no idea what your talking about... Try fighting your Sorc build with another class and then lets revisit this discussion.

    try fighting a Shield Stacking Sorc with a Destro/Resto Light Armored Templar and actually win and then come back and tell me Sorc's are not broken...you have to play out of your stinking mind to win(I have won quite a few of them too) where as the Sorc can mess up multiple times yet still win. The Sorc can be a flatout worse player and still win because of it.

    Look Sorc is my favorite class in the game. Of Course i want Magic Sorc's to be viable, I will not however defend things that are clearly broken...I get no enjoyment out of winning due to something as unbalanced as stack spamming shields.

    They need to:

    1. Un-Nerf Bolt Escape - Remove the cost increase, give Streak back its Disorient(instead of a stun so it goes through block) make Ball of Lighting Blass last 3.5 secs.

    2.Remove Ward's 33% value and replace it with something else.(Minor Intelect, Minor Endurance, Minor Fortitude for 30 secs) Yes Sorcs will still have a shield.

    Give Sorc's back their mobility!

    Sorc's should be the most mobile class in the game, they should hit like trucks BUT they should also be "very squishy" If someone gets close with a Blade or you take an arrow in the back, thats the weakness.

    The Sorc class should rely on positioning and dealing out burst damage, not face tanking more damage then a heavy armor user due to Shield Spam.

    I don't play my Sorc as much in PVP anymore because it simply don't feel fair. My Magic Templar is far more of a challenge, and my Magic DK i just finished last night after 2 months of questing and such (I know full time job and family gets in the way of my playtime) will be much more satisfying.

    Its far far easier to kill and survive on my Sorc then it is on a DK or a Templar. I don't do Jabs spam, I find it boring i use destro resto and make use of other parts of the Templar.

    I rolled a Sorc because i wanted to be the classic TES mage/caster with high mobility, high damage, and very squishy relying on positioning to put myself in the best place to be successful, and the class was that until 1.5.

    Today the class has devolved into a turret class.

    1.Stand in Daedric Mines
    2.Spam Crushing Shock and Overload
    3.Spam stack Shields
    4.Face Tank damage until zerged
    5.Rinse and repeat


    Gone are the days where i was squishy and could zip around the Battle Field with Streak and Boundless Storm while also being very squishy and unloading on people, living on a shoe string knowing im 1 Lethal Arrow from being dead....nope...the Squishy highly mobile mage caster class of TES in ESO is dead in favor of a boring turret class that spams lighting and stands in Mines, its really the most boring class in the game now...heaven forbid you Bolt to Reposition or use Streak as an offensive tool, your penalized for being mobile, but its perfectly fine to just face tank and eat damage spamming Wards.

    I do apologize, but 1.6 and the CS and the nerfs to Sorc killed the mage caster in ESO IMO...the mage caster i feel in love with, the caster from TES, the reason i rolled the class to begin with is for all intents and purposes dead... just camp Mines like a turret and spam damage skill of your choice, oh and Bolt Escape cost penalty and Gap Closers putting insane stuns or stupid high snares on you just renders the game zerg zerg.

    just my 2 cents, but why would i play Sorc now when the class literally does nothing it did on launch, its no longer mobile which is what sold me on the class, its no longer a highly mobile squishy caster that hits like a truck...instead it camps mines and face tanks damage with sheild spam with most of its mobility nerfed into the ground.

    The Sorc is the prime example of how ZOS lost its way in 1.6 and forward...i'd trade my left arm for 1.5 or earlier and "That Sorc" the Sorc i fell in love with died after 1.6....it no longer does any of the things that made me want to roll the class to begin with, its left nothing but regets.

    I didn't do the grueling vet grind for a Templar and a DK for nothing...but when your class does nothing it did when you rolled it and its no longer really fun because you can't do any of the stuff that made you think the class was fun, whats the point in playing it?

    Man, I agree fully. I don't play my sorc in pvp anymore. It's so boring. I play stam and magica every class. Magca sorc, stam Nb and magica Dk all bore the hell out of me.

    Just got my stamplar to 16 and been rinsing jn the sewers. Endlessly more fun. It's not the same 4 buttons and if it doesn't work, Start again.

    And Yeh, sorc shields on a Stam build aren't too much of an issue. But on a magica build, different story. My magica temp has a real hard time and it's still tricky on my magica NB that has 3600 spell damage.

    Shields need minor and major. Harder and harness both being major, others being minor.

    You mention how badly balanced a sorc is, look at the difference between stam and magica. Stam sorc will be rock bottom next patch. Magica sorc will still be top two.
  • Erock25
    Erock25
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    I talked to a few people who run pets in PvP and they're completely turned off by them now with the changes to volatile familiar. It's a shame our pet update didn't include a stamina pet and is a downgrade for pet PvP specs.
    You earned the 500 LOLs badge.
    You received 500 LOLs. It ain't no fluke, you post great stuff and we're lucky to have you here. +50 points
  • seitekisaki
    seitekisaki
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    Sorcerer
    •Daedric Summoning
    •Conjured Ward: Fixed an issue with this ability and its morphs where the damage shield created for your pets was not updating its value when the ability

    So that problem is solved.
  • Valrien
    Valrien
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    Beaveri wrote: »
    Stam sorcs need a proper stamina skill with which you can actually make damage.

    Magicka Sorcs need one too.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • aLi3nZ
    aLi3nZ
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    Why do people keep saying hardened Ward is a 20k sheild?

    It's on average 9k. for someone with 36k Magika and 800 or less regen with 100 points in bastion it's gonna be like 12k. Stack on healing Ward and harness then you will see the 20k numbers.


    Solution is remove sheild stacking

    Yes please make the Ward refreshable for pets and please add a command to tell them to stop and follow us instead of randomly fighting an npc 1km away.
    Edited by aLi3nZ on February 23, 2016 1:00AM
  • Erraln
    Erraln
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    missed the context : )
    Edited by Erraln on February 23, 2016 7:17AM
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