For sorcs being nerfed so hard, there sure is a lot of new sorcs out in PvP these days. Sorc is like FoTM now.
As someone that plays the class and has done so for over 1k hours, I feel that the nerfs are blown out of proportion by a lot of people here. Though at same time, I do agree that they may have gone a little too far with the nerfs too. Beyond the latest nerfs that everyone's whining about, yes the class has some other issues too. But you know what, the rest of the classes have issues as well. Personally, none of this has been bad enough to cause me to stop enjoying the class and frankly if this stuff does ruin your enjoyment, you probably weren't really enjoying the class that much in the first place.
Wreuntzylla wrote: »
Sorcs have always been one of the crappiest bounty quests to get. Losing 1v1? STREAK! Losing 1vx? STREAK! Losing 1vZerg? STREAK!
Wreuntzylla wrote: »
Sorcs have always been one of the crappiest bounty quests to get. Losing 1v1? STREAK! Losing 1vx? STREAK! Losing 1vZerg? STREAK!
visionality wrote: »Thanks for the post, @Serenityx!
I'm playing a sorc myself and I'm really unhappy about all the whining and complaining of some "masters" of this class. Most sorcs do as well after DB as before. It's the guys who relied upon masses of shields stacking for their survival who now cry their hearts out. L2P and all is fine.
In light of all the sorcs complaining about their classes (and many even encouraging others to continue complaining) - If you look at the patch notes for your class, the only thing that got reduced was shield duration. Literally EVERY other change to your class abilitys was an increase.
Here, Ive emboldened everywhere your class abilitys/passives has been improved per patch 2.4.5 (Dark brotherhood/ May 30th)
Sorcerer
* Dark Magic
* Absorption Field (Negate Magic morph): Redesigned this morph so it now heals you and your allies standing within the area of effect, in addition to stunning or silencing enemies.
* Dark Exchange: Increased the amount of resources gained from this ability and its morphs: Health by 100%, Stamina and Magicka by 75%.
* Suppression Field (Negate Magic morph): Redesigned this morph so it now damages enemies standing within the area of effect, in addition to stunning or silencing enemies. Also fixed an issue where the damage from this morph could not critically strike
* Daedric Summoning
* Fixed an issue where many Sorcerer pets did not have any Physical Resistance. They will now all have a normalized amount of Physical Resistance equal to their Spell Resistance
* Bound Armor: This ability and its morphs no longer permanently change your appearance when they are toggled on; instead, they now only display a brief visual effect when toggled on.
* Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds
* Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds
* Expert Summoner:
* Redesigned this passive ability so it now grants you 4/8% more maximum health whenever you have a Daedric Summoning pet active.
* This passive ability’s old bonuses are now baseline effects for your pets.
* Storm Calling
* Disintegrate:
* Renamed this passive ability to Implosion.
* This passive ability now also grants all Physical Damage you deal a chance to instantly pulverize low health enemies, dealing additional Physical Damage to them
* Updated this passive’s tooltip to indicate what the health threshold is for it to trigger.
* Energized: This passive ability now also increases your Physical Damage done in addition to the Shock Damage done
* Implosion: Fixed an issue where this passive ability could not critically strike.
* Mage’s Fury:
* This ability and its morphs willnow be more responsive when proccing their execute damage explosion.
* This ability and its morphs now proc their execute damage explosion when the target is at or below 20% Health instead of only below 20% Health
* This ability and its morphs have had some minor visual FX improvements made and bugs fixed
* Surge:
* This ability and its morphs now restore a flat value of health whenever you deal a Critical Strike. It will now also proc on any Critical Strike instead of only direct damage Critical Strikes, but can only restore health once every second
* This ability and the Power Surge morph have also had their healing increased by approximately 30%.
* Thundering Presence (Lightning Form morph):
* Renamed this morph to Hurricane.
* Redesigned this morph so it now increases the size and damage of the periodic effect the longer it is active, increasing up to 225% more damage and up to 9 meters in size
* This morph now deals Physical Damage instead of Shock Damage.
Nothing was noted to have been changed in the recent 2.4.6 or 2.4.7 patches either. The only thing that got reduced was shield duration and some changes to crit surge that may have made it somehow less optimal for PvP, despite those changes it still recieved a buff.
SlayerTheDragon wrote: »Wow, there are a lot of Sorc noobs on this thread.
Now, the guy in PVP last night that four of us could not kill - I wish he would come comment here.
SlayerTheDragon wrote: »Wow, there are a lot of Sorc noobs on this thread.
Now, the guy in PVP last night that four of us could not kill - I wish he would come comment here.
visionality wrote: »
Having played a sorc since launch, I still find the class both enjoyable and effective. But I have a lot of experience with the class and don't stick to cookie cutter builds that other players make up. I make my own and I never make them dependent on what ever is causing a class to be the FOTM. That's the absolute certain path to creating a character that will be awesome for a very short time and then useless.
I've used shields, as part of my actual rotation before they changed the timer, and that was during a three-manning of ICP. How many of the loudest complainers have been playing a sorc for a few months or maybe a year at best? Always with the same type of build? Those are the questions that would be useful to know the answers to.
Having played a sorc since launch, I still find the class both enjoyable and effective. But I have a lot of experience with the class and don't stick to cookie cutter builds that other players make up. I make my own and I never make them dependent on what ever is causing a class to be the FOTM. That's the absolute certain path to creating a character that will be awesome for a very short time and then useless.
I've used shields, as part of my actual rotation before they changed the timer, and that was during a three-manning of ICP. How many of the loudest complainers have been playing a sorc for a few months or maybe a year at best? Always with the same type of build? Those are the questions that would be useful to know the answers to.
Complainer? Hmmm.... that word makes people sound like the problem is with them which I entirely disagree with...
But I've been playing every day since beta... completed all content (Except vMoL... which I'm working on) and tried all kinds of weird and wonderful builds.... enough to know that there is basically a single most effective build, and none of the others come close.
I have CP160 characters on all classes to enable me to compare & play them all regularly.
I am the GM for a guild so get to speak to a lot of players of varying skill levels, running all levels of content to help me guage what seems to be working & what doesn't.
Hopefully all that entitles me to a fairly rounded opinion.
& my opinion is the Sorc class is currently in need of quite a bit of work...
EG... choice of weapon... fire staff... toggles, yup, slotted 6 times or your dps suffers too much... skill variation, well there's one class ground based dot, one RNG dps skill & the weakest execute in the game. The rest are weapon/guild skills.
Its not about shields, or even the surge nerf on it own. Its that the class is now so 2dimensional & dull to play in comparison to all the others.
P.S. Its great that you're enjoying your sorc... everybodies different, & if you're having fun then that's all that matters. But by the same breath you need to understand that there are a LOT of people who aren't happy with the direction the class has taken over the past 2 years, having seen it's identity stripped away via repeated nerfs, and removal of choices.
Wreuntzylla wrote: »
Sorcs have always been one of the crappiest bounty quests to get. Losing 1v1? STREAK! Losing 1vx? STREAK! Losing 1vZerg? STREAK!
For sorcs being nerfed so hard, there sure is a lot of new sorcs out in PvP these days. Sorc is like FoTM now.
As someone that plays the class and has done so for over 1k hours, I feel that the nerfs are blown out of proportion by a lot of people here. Though at same time, I do agree that they may have gone a little too far with the nerfs too. Beyond the latest nerfs that everyone's whining about, yes the class has some other issues too. But you know what, the rest of the classes have issues as well. Personally, none of this has been bad enough to cause me to stop enjoying the class and frankly if this stuff does ruin your enjoyment, you probably weren't really enjoying the class that much in the first place.
NordSwordnBoard wrote: »@Minalan I hear you on glitchy OL and wish they would just remove the heavy attack to prevent it from taking over when I'm trying to hit people at distance.
The overload heavy attack is mediocre at best anyways.
@Flaminir thanks for the responseI don't think it's all perfect of course, what I mean is that it's not the end of sorcs the way so many people are saying. In a manner using sheer hyperbole I hope...
When a class becomes an FTOM and so many players build one way, people start to believe it can only be played that way. For example, the belief that no shield equals dead sorc. That's not true. Less shield means sorc isn't the easy mode it once was, but it makes the class more interesting because now situational awareness becomes even more important.
I'm not sure why, but my magicka management was harder before DB and has become easier now. And I play a Khajiit sorc with no native magicka regen.
Yes, negate magic was buffed.Sorcerer
* Dark Magic
* Absorption Field (Negate Magic morph): Redesigned this morph so it now heals you and your allies standing within the area of effect, in addition to stunning or silencing enemies.
* Suppression Field (Negate Magic morph): Redesigned this morph so it now damages enemies standing within the area of effect, in addition to stunning or silencing enemies. Also fixed an issue where the damage from this morph could not critically strike
Do I really need to respond to this?* Dark Exchange: Increased the amount of resources gained from this ability and its morphs: Health by 100%, Stamina and Magicka by 75%.
This is a bug fix, not a buff. an issue where many sorcerer pets did not have any Physical Resistance.* Daedric Summoning
* Fixed an issue where many Sorcerer pets did not have any Physical Resistance. They will now all have a normalized amount of Physical Resistance equal to their Spell Resistance
This is a cosmetic change only.* Bound Armor: This ability and its morphs no longer permanently change your appearance when they are toggled on; instead, they now only display a brief visual effect when toggled on.
As you should know, this is a nerf.* Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds
* Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds
Very few sorcerers even use pets, because they are complete garbage. They die immediately, have a cast time, and don't do noteworthy damage. The mediocre damage they do, doesn't even scale.* Expert Summoner:
* Redesigned this passive ability so it now grants you 4/8% more maximum health whenever you have a Daedric Summoning pet active.
* This passive ability’s old bonuses are now baseline effects for your pets.
Ok.* Storm Calling
* Disintegrate:
* Renamed this passive ability to Implosion.
0 change to magicka* This passive ability now also grants all Physical Damage you deal a chance to instantly pulverize low health enemies, dealing additional Physical Damage to them
Ok.* Updated this passive’s tooltip to indicate what the health threshold is for it to trigger.
0 change to magicka* Energized: This passive ability now also increases your Physical Damage done in addition to the Shock Damage done
bug fix* Implosion: Fixed an issue where this passive ability could not critically strike.
Honestly? This is a nice buff.* Mage’s Fury:
* This ability and its morphs willnow be more responsive when proccing their execute damage explosion.
* This ability and its morphs now proc their execute damage explosion when the target is at or below 20% Health instead of only below 20% Health
* This ability and its morphs have had some minor visual FX improvements made and bugs fixed
Surge got nerfed, I'll refrain from swearing at you.* Surge:
* This ability and its morphs now restore a flat value of health whenever you deal a Critical Strike. It will now also proc on any Critical Strike instead of only direct damage Critical Strikes, but can only restore health once every second
DID YOU REALLY BOLD THAT PART!? REALLY!?* This ability and the Power Surge morph have also had their healing increased by approximately 30%.
0 change to magicka* Thundering Presence (Lightning Form morph):
* Renamed this morph to Hurricane.
* Redesigned this morph so it now increases the size and damage of the periodic effect the longer it is active, increasing up to 225% more damage and up to 9 meters in size
* This morph now deals Physical Damage instead of Shock Damage.