Im pretty much done with expressing my frustration at this point, however, I dont want to stop giving some solutions or ideas. Guess I cant give up fighting mindless nerfs afterall.
I mean, the chance that a "lead designer" atleast reads this, is still there, so I will keep posting suggestions.
Honestly, giving feedback is comparable to the "Scathing Mage" Set.
Scathing Mage:
You have a CHANCE on Crit Hits to get a 10% CHANCE to receive extra Spelldmg.
Forum:
Your proposed solution has a CHANCE to be read to get a 10% CHANCE to receive an response and a 0.01% CHANCE to be taken into consideration when doing changes.
Ok enough rant, for real now.
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Now, for some Suggestions:
Im just throwing ideas around, giving something to discuss, some food for thoughts, maybe catch a Devs eye, stuff like that.
What I want to achieve here, is making the Sorc unique AND useful again, like giving more Group Utilities, make unused Abilities great again(heh), offer new Playstyles, make using Shields as core of your Playstyle AN option again (not the ONLY option), and overall ofc contribute more DPS, while keeping Stam Sorc in mind, too.
- Dark Exchange: While channeling and for 1 second after channeling ends, make immune to CC/Interrupt. When channeling ends, you grant close Allies Minor Intellect for 8 seconds.
- Hardened Ward:
Increase the Duration to 8 seconds and increase extra Shield to 50%. Also grants Minor Protection and Minor Vitality for Duration.Edited: Shield lasts 6 seconds and has 33% more Shield. Also grants Minor Protection and Minor Vitality for 12 Seconds.
- Empowered Ward:
Increase Duration to 12 seconds and prevent stuns from stealth/All Stuns(other cc's still work). Also grants a HoT effect(overall amount of healing similar to vigor, but spread over a 12 seconds duration ).Edited: Increase Duration to 12 seconds and prevent stuns from stealth. Also grants a HoT effect for 8 seconds(healing similar to vigor, but spread over 8 seconds).
- Ball of Lightning: Increase range by 4m. Also absorbs up to 8 Projectiles(any) fired at you for 3 seconds.
Mages Fury:
Endless Fury:
-
Increase Damage by 15%, explosion damage also affected. When killing a target, you gain Major Heroism for 9 seconds.Edited: The Explosion now can proc at 25% health. When killing the target, you gain Major Heroism for 9 seconds, gaining 1 Ultimate every 1.5 seconds.
Mages Wrath:
- Increase Damage by 50%. Explosion damage is not affected.
- Lightning Flood:
When Duration is over, it explodes for X damage and inflicts Minor Maim for 10 Seconds to everyone hit.Edited: Lightning Flood: When Duration is over, it explodes for X Shockdamage, inflicting Minor Maim. Activating the synergy inflicts Major Defile for 8 Seconds on up to 6 hit targets.
- Chrystal Shard:
Chrystal Blast(Morph 1):
- This ability now scales with Max Stamina and Weapon Damage.
When activating, you slam your enemy with a massive chrystal, knocking him back and disorienting for 2.5 seconds (cast time 1 sec), while dealing X damage (X is about a Hardcast Frag dmg).
New: Chrystal Fragment(Morph 2):
- This Ability now deals 5% less damage, but Damage Type is changed from Magic Damage to Shock Damage (-5% dmg because of passive, can proc Desintegrate now)
Encase:
Shattering Prison(Morph 1):
- Damage dealt when Ability ends, is increased by 50%. Also inflicts slow of 25% for 5 seconds.
Restraining Aura (Morph 2; Restraining Prison):
- This is now a Player based AoE with 5m Radius. Enemies hit are immobilized for 4 seconds and are afflicted by Major Breach and Fracture for 8 seconds.
Bound Armor:
Bound Armaments (Morph 1):
Slotting:
- Light + Heavy attacks deal 15% more Damage
- Max Stamina is increased by 8%
-
New: Magicka costs are affected by stamina Cost reductions
On activation:
- grants Minor Berserk for 12 sec
- grants Minor Brutality for 12 sec.
- Removes snares and immobiliziations
- Grants snare immunity for 3 sec.
Bound Aegis (Morph 2):
Slotting:
- Heavy Attacks deal 30% more Damage
- Max Magicka is increased by 8%
-
New:Stamina costs are affected by Magicka Cost reductions
On activation:
- Grants Minor Berserk for 12 sec
- Grants Minor Sorcery for 12 sec.
- While active, 10% of incoming Damage is restored as Magicka. This can happen once every 2 seconds.
Daedric Prey:
-
New:Cannot be purged
- While an enemy is affected by this Ability, summon time of Pets is halved and costs 20% less.
- The Atronach's Arrival now also benefits from 40% additional Damage from Daedric Prey, if it lands on an affected Enemy.
Ultimates:
Suppression Field:
- Depending on higher Stat Pool(Max Magicka/Max Stamina), the Type of damage changes to Shock Damage (Higher Max Magicka) or to Poison (Higher Max Stamina).
- While Suppression Field is active: Increase every elemental Damage you deal by 20% and Poison Damage by 10%.
Absorption Field:
- Standing inside the Orb grants you and your Allies Minor Slayer. Additionally increases Weapon Crit and Spellcrit by 10% (this is NOT a Major Buff!)
Greater Charged Atronach: (Combination of both morphs)
- Additionally has a powerful Area of Effect attack. Major Berserk synergy can be activated by up to 2 Allies and activation range is increased by 3 meters. The Atronach cannot be CC'ed.
Empowering Atronach:
- On activation: Grants you Major Berserk for 8 seconds or until Atronach dies. When attacking close enemies(7m range), he is using powerful Melee Attacks, dealing Physical Damage, scaling with Weapon Damage and Stamina.
Power Overload:
- Only increases Heavy Attacks damage. Increases Range, Radius and Damage by 35%. While channeling, your Spellresistance and Armor are increased by 5000.
Energy Overload:
- On Activation: Grants Minor(/Major Slayer?), Increasing every Damage you do to Boss Monsters by 5%(/10%?), for 12 seconds
Any ideas? Let me know!