Emotions have been running high on the topic of damage shields ever since the DB patch hit. So many threads have popped up saying how sorc has been broken, and each of those threads fills up with people who agree, and those who lazily type "L2P" and think sorc got what was coming to them. It's not a very productive dialogue, so I am making this post in an attempt to take a larger look at the class to see if there's other ways of making the class balanced, interesting, and fun to play in pvp.
This is not an attempt at 100% objective analysis. I am writing from my point of view and playstyle of being a soloer and small group PvP'er. Regardless, I think I make valid points, raise interesting questions, and provide solid suggestions.
I will address all the sorc abilities - but first I think it's important to look at shields first since that is what everybody is fixated on.
Sorcerer and Shields
Up until now, what has been special about sorcs is that they've been able to shift between offensive and defensive phases, enabled by the stacking of damage shields. It used to also be the case that sorc had extraordinary mobility, but this has since been reduced to slightly above-average mobility due to numerous changes: Overall movement speed decrease, the decrease in speed bonus granted by major expedition, the stacking cost increase on streak, ubiquitous powerful snares, and the nerf of retreating maneuvers.
With a flattening of all damage shields to just 6 seconds (except for empowered ward) - stacking shields has really been minimized to the point of near irrelevance. In an average encounter, assuming a player has taken both hardened ward and a morph of annulment, the shields will overlap for only a few seconds before one wears off. This is a very tiny window to effectively absorb damage with both shields up. What tends to happen now is that a sorc buffs up with shields, engages in combat, one of the shields wears off while the sorc attempts to deal damage and then the sorc is open to being burst down. Previously, a sorc's shield came down due to receiving damage, not simply for running out of time. It's important to note that although annulment now also absorbs physical damage, it's a non-factor due to the minimal duration overlap.
So now with both reduced mobility, and minimized effectiveness of shield stacking - the sorcerer is a lot less special. Sorc damage remains competitive, but survivability is diminished.
I don't think we need to return to the old paradigm of stacking shields. I am not opposed to the fact that there was a change to shields. But I think the current solution was poorly conceived, because like so many others have noted - we now have a class ability that is available to all in generic form via annulment. Granted there are some minor advantages to conjured ward, but really so minor as to not even be notable.
What if we really thought differently about conjured ward? I keep seeing people simply asking for it to be returned to 20 seconds, or in even more desperate pleas, people saying "I would be happy if it was at least 10 seconds..."
Why not open up the gameplay by making conjured ward work more like how wards work in Skyrim (yes I am serious), where it is an active shield you cast in the same manner as blocking. Imagine that! A cross-pollination of two historically polar playstyles of magicka and stamina. My rough concept would look something like this: Magicka sorc casts conjured ward - no damage shield is directly applied to the character that will absorb damage - instead, the character can now press block to bring up a magical ward that works much in the same manner as a character blocking with a shield. While using this ward, magicka is drained instead of stamina as the shield takes hits. Now, the player must use their situational awareness to mitigate damage which involves a layer of skill compared to just repeatedly pressing 1 button to gain an absorb shield. Also, wouldn't this be more lore-friendly? I don't particularly care about that but I know a lot of other players do since this is an Elder Scrolls title.
I have also pondered the possibility of a different cross-pollination with stamina gameplay. What if a morph of conjured ward granted a 40-50% decrease in the cost of dodge-rolling for X seconds? Just because the game design has moved to eliminate hybrids shouldn't mean there can't still be some mixing of playstyles. Maybe this isn't the greatest idea, but it does remind me that I still do not understand why magicka builds are affected by the stacking increase of dodge-rolling. The cost increase should only apply if stamina is the max stat of the player. Even without the stacking increase, a magicka build can only roll a few times due to having a very small pool of 10-14k stam and poor stam regen on top of that. And unfortunately such stam issues cannot be mitigated alone by build variations.
A Look at AbilitiesDark Magic
- Crystal Shard: It has been well-documented in these forums how bad the Crystal Blast morph is. I am actually astonished it has remained in the game. I cannot think of any situation where this would be preferable to Crystal Fragments. Damage in this game is heavily dependent on weaving basic attacks with skills, and you cannot do this with a hard cast time. Sometimes I see a player in Cyrodiil standing in a large unorganized group spamming Crystal Blast and it just fills me with sadness. If the decision between these morphs is to be higher single target damage vs AOE damage, allow crystal blast to also be intant-proc and work like a medium-range cone-AOE shotgun - like an actual "blast" of smaller crystal shards.
- Encase: This ability has always felt like it doesn't work half the time. I don't have much to say about it other than the damage morph should deal damage on hit vs. when the effect ends. Restraining prison is the only sorc skill that has a debuffing secondary effect - of adding a snare - which is good except for the fact the skill feels unreliable.
- Rune Prison: This ability is not really worth slotting since it does not have any secondary effects. I don't care for defensive rune because I like to control when the enemy is CC'ed since sorcerer damage is largely about correctly timing burst. I would consider this skill if it added some kind of debuff in addition to its primary function. Compare to Prolonged Suffering of the Nightblade which is as far as I know the same thing except it adds a DOT.
- Dark Exchange: The recent change to this ability's values is good. It just needs to be instant cast instead of having a 1 second cast time. In the heat of combat it is a liability not a heal. With this ability being instant cast, there could be potential for not having to run resto staff for healing.
- Daedric Mines: Always been a good skill worth slotting. The two morphs are interesting enough to choose between.
Daedric Summoning
- Pets: As toggles, the sorc pets reduce the amount you can actively play your character using skills. For this reason alone I don't like them and never use them. I also understand there's all sorts of issues regarding their damage and AI, or lack thereof. Ideally these pets would be removed and replaced with better skills, but that's unlikely, so perhaps they should be made non-toggle abilities that are more easily cast and have a duration instead of hanging around indefinitely. This would allow players to use pets without giving up additional skill slots.
- Daedric Curse: This skill is fine as-is.
- Bound Armor: Another silly toggle that diminishes the player's experience of controlling their character. Yes it gives a lot of max magic, but the resistance buff is laughable. I would much prefer to see a Bound Axe or Bound Sword here. You see everywhere that the game community would like sorcerer to have a spammable class DPS option - well, it could be here. It could be close-medium range, maybe 7 meters - and not a spammable ranged attack. Could have both magicka and stam morphs. Would be lore-friendly. Why not? In my opinion, we don't need 2 spells that add magical armor - we already have Lighting Form and its morphs which is fine.
- Conjured Ward: See dead horse above.
Storm Calling
- Mage's Fury: The recent change to this ability is very good. This is now a useful execute that finally feels responsive. The choice between morphs however is underwhelming. I typically take the magicka return from Endless Fury because the splash damage on Mage's Wrath is low. I would much rather see more of a choice to make here. Consider for example - the Templar ability Solar Flare. When you morph that ability, you are given 2 very different choices. I'm not saying Solar Barrage is very good, but at least it is very different from Dark Flare. One of the fury morphs could be a short range chain-lightning that is not an execute. So many possibilities - I won't waste time by trying to write cute tooltips in the style ZOS has laid out - I'm merely pointing out this skill has a great opportunity to add a meaningful choice between morphs.
- Lightning Form: I think this is a good ability as far as the magicka morph goes. I don't know much about the stam morph but it seems well-liked at the moment although not the type of ability stam sorcs have been looking for. I would only say if it were truly "Boundless" this ability would remove snares on cast.
- Lightning Splash: This very well may be the greatest example of terrible choices between morphs. Very lazy design in my view. If you go to morph this ability, the 2 morph tooltips will read "Has increased radius" or "Has additional duration." I understand this is really a PvE skill to apply to monsters that are dumb to damage and simply just stand in it - but it would be nice if one morph had both an increased size AND duration, and the other morph was useful for PvP. Perhaps this other morph could be a chain-lightning type of skill or something else more dynamic.
- Surge: This used to be a good source of healing and allowed for some interesting if not very popular builds that relied on it. My understanding is that the recent change makes it much less effective since it operates more like a HOT than a burst heal. I'm not aware why it was changed in the first place, did it need a cap on the amount it could heal? I really just don't know.
- Bolt Escape: I think the stacking cost is fine. The main problem with this ability is how you lose forward momentum if you bolt escape to a lower elevation. Can you imagine if you jumped out of a moving train and just fell straight down landing on your feet? I don't understand why the character doesn't have a smoother curve of coming out of the air in a parabolic arc still moving forward. You used to be able to change directions while rooted but I don't mind that as much as the momentum thing. Ball of Lightning could use another second of duration on the ball, nobody uses it anymore. Or keep it shorter duration and let it absorb physical projectiles as well.
Ultimates
- Negate: Both morphs are looking very good this patch. The ability to counter a large cluster of enemies stacked up is essential to group play. That is not my personal playstyle but I see how it's now a useful ultimate to slot.
- Summon Storm Atronach: I like this ultimate, but the AOE morph of Charged Atronach just doesn't do enough damage in PvP. I have never died to Charged Atronach or know anybody that has in my 2 years of playing ESO. How about the Charged Atronach learn a thing or two from one of Molag Kena's - can it explode when killed for a lot of damage? Something like a vicious death proc. It would then feel like an ultimate instead of a skill you only use while grinding from levels 1-50. Greater atronach is pretty much fine as-is except he should be able to walk around slowly, like the Daedroth monster helm summon.
- Overload: I dislike this ultimate. I dislike any ability that relies on or encourages spamming light attacks. As much as I hate shield breaker, I hate overload. So for the few trolls that have combined that set with using overload, just go to hell. Having access to a 3rd ability bar is the best part of this ult and is the sole reason why I slot it. Having said that, I also think it's unfair to the other classes. Why doesn't a single light overload attack fire when you press the ult key? In that case, you could also hold down the ult key for a heavy attack - even though overload heavy attack is horrible and leaves you open to an interrupt. I'd much rather see a single-use high damage ult here like an impressive bolt from a thundercloud that perhaps applies a shock DOT or a snare. If this is the "Storm Calling" line of magic, can we not call a freakin storm? I know this is what sorc relies on for PvE dps, but that just points out how sorc is coming up short in the rest of its abilities.
PassivesDark Magic- Unholy Knowledge: Obviously great passive, reduces magicka/stam costs.
- Blood Magic: Does not provide meaningful heals - if you removed this passive entirely it would not be noticed. Ideally would be reworked.
- Persistence: I think this is an ok passive for the duration buff to negate, frags and mines. I don't think it matters as much for encase/rune prison and it doesn't seem to relate to dark exchange.
- Exploitation: Spell crit buff is always good to have.
Daedric Summoning- Rebate: Silly passive because pets are silly.
- Power Stone: Arguably one of best passives in the game.
- Daedric Protection: Health regen bonus is meh because sorc is not really a tank-optimized class, but stam regen bonus is nice. However it ironically does a stam sorc no good because they don't use any daedric summoning abilities.
- Expert Summoner: Again, pets are silly and no need for extra health.
Storm Calling- Capacitor: Great passive for giving magic regen.
- Energized: Another good one, buff to damage for stam and magicka both.
- Implosion: This is a poor passive. Please make this more like templar's Burning Light or just change it altogether. By the time an enemy is at 15% health, just about any normal attack will complete the kill without the help of this low proc passive damage. Maybe make it open to proccing when the enemy is at 50% health or lower, and decrease the amount of damage it can do.
- Expert Mage: Very good passive increasing damage.
Conclusion
Changes like the ones I have suggested above would have the effect of opening up build opportunities and playstyles. As of right now, magicka sorcs are pigeonholed into a destruction/restoration setup, due to the lack of class abilities compatible with other weapons, specifically dual-wield and s&b. I think the community is in agreement that build diversity and "playing how you want" are good things for the game.
I really like this game and it's always so close to getting it right. I think that's why we all stick around throughout the lag, the bugs, imbalances and even full-on cheating as seen recently. I hope we can make an impression on the devs to fix this class to aid in improving the overall quality of the game.
TL;DR Sorc needs more build variety, gameplay options, and survivability without having to revert to the previous mechanic of stacking shields.