Sorc squishier after patch?

Tapio75
Tapio75
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My level 11 sorc seems to be in brink of death after each battle with more than 1 enemy. Has something changed after last patch that made me softer?

Im using major ward and major resolve from Lightning form as damage reduction and am equipping light armor. Using Lightning staff.

I use to have destructive reach as CC in the beginning to stop enemies and applying the DOT at the same time, does not help having it removed and the Dark magick CC is not suitable for the lightning theme.
>>PC-EU Mostly PVE. Played since BETA<<
  • lazarus102
    lazarus102
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    At lvl 11 everything is squishy, lol.. Not a great example character for this thread.
  • RoyJade
    RoyJade
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    Nothing change about it, except your accessibility to destructive reach.
  • Seraphayel
    Seraphayel
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    lazarus102 wrote: »
    At lvl 11 everything is squishy, lol.. Not a great example character for this thread.

    Not really. Since One Tamriel lower level characters are pretty “powerful“ when compared to higher level characters due to the nature of how the level scaling works.
    PS5
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  • Tapio75
    Tapio75
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    Seraphayel wrote: »
    lazarus102 wrote: »
    At lvl 11 everything is squishy, lol.. Not a great example character for this thread.

    Not really. Since One Tamriel lower level characters are pretty “powerful“ when compared to higher level characters due to the nature of how the level scaling works.

    Indeed, for example if i compare my level 9 NB to CP 160 NB, the low level one kills faster, lives longer if equipped exact same way.

    My issue however, since nothing is changed on survivability, it might just be me adjusting to be without CC and AOE of Destructive clench.

    The reason it was moved because its "Not spammable" though, i never spammed it or any other abilities. But i still see peple spamming one ability everywhere, now its just shock on staff users. Templars still spam stabbing light shafts like they did grom beta ;D

    >>PC-EU Mostly PVE. Played since BETA<<
  • Dracane
    Dracane
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    There are rumors, that monsters deal more damage now or even more so, players simply take more damage from all sources.
    I can confirm this kind of, since I notice that I kill all players in pvp much faster than before. I've received some damage buffs, but these can't be that noticeable.

    The same thing happened with the last major update. I really like it :)
    Edited by Dracane on February 7, 2017 12:01PM
    Auri-El is my lord,
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    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Tapio75
    Tapio75
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    Must be.

    I used to be able to solo dolmens on this level 11 toon before patch and now playing is just pain in the ass.

    Dolmens should be hard to solo, theres the right way to go now since they are harder and i have not seen so many Zerg trains either since patch which is also good but normal mobs are bit too strong right now and i assume they are even stronger with higher level characters if scaling is not changed to work the right way.

    I mean before characters felt weaker the more level you got but if they now feel stronger, thats good too. Too bad i dont have high level sorc to test this.
    >>PC-EU Mostly PVE. Played since BETA<<
  • Dracane
    Dracane
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    I've seen experienced trialists saying, that their groups take considerably more damage in trials. And they would definately notice this.

    So yes, there was an undocumented damage increase vs players again. But this is fine with me, makes the game faster and a bit challenging.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Tapio75
    Tapio75
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    Dracane wrote: »
    I've seen experienced trialists saying, that their groups take considerably more damage in trials. And they would definately notice this.

    So yes, there was an undocumented damage increase vs players again. But this is fine with me, makes the game faster and a bit challenging.

    SURPRISEE!!! Its Valentins day (soon) gift!

    Anyway, Dolmens are fun now again so in that part, i ölike the change, i wonder about World bosses, have not tried one yet.. I fear some quest bosses might OP now for some characters, i have certainly beenhaving great difficulties with few on my Nightblade allready before the patch.

    But normal, everyday bandit ruffians just are... Well a bit too efficient to be poor, poorly equipped bandits :D

    >>PC-EU Mostly PVE. Played since BETA<<
  • Flaminir
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    Sounds about right... they are on a mission to make us look at building for other attributes than just pure damage.

    They have already called out specific changes (minormagickasteal etc) to make us look at building towards managing our resources a bit more... it wouldn't surprise me to see they had also made changes to make us look at / build more towards staying alive/defence.

    Personally I support this... having to also consider resources & defence as well will introduce more build variety & skillfull play.
    Edited by Flaminir on February 7, 2017 12:30PM
    GM of the Unholy Legacy
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  • Shyl
    Shyl
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    It seemed i was taking more damage than usual yesterday in vMA too. I assumed it was to balance for the increase in CP, so it seemed fair to me. If mobs are really doing more damage now, it would be nice if it was documented in the patch note though.
  • vyndral13preub18_ESO
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    It is a ongoing cycle. As they allow people to put more points into the champion trees they continue to nerf players to keep the power creep from exploding to fast. It is not the first time something like this has happened. It wont be the last.
  • Seraphayel
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    Tapio75 wrote: »
    Dracane wrote: »
    I've seen experienced trialists saying, that their groups take considerably more damage in trials. And they would definately notice this.

    So yes, there was an undocumented damage increase vs players again. But this is fine with me, makes the game faster and a bit challenging.

    SURPRISEE!!! Its Valentins day (soon) gift!

    Anyway, Dolmens are fun now again so in that part, i ölike the change, i wonder about World bosses, have not tried one yet.. I fear some quest bosses might OP now for some characters, i have certainly beenhaving great difficulties with few on my Nightblade allready before the patch.

    But normal, everyday bandit ruffians just are... Well a bit too efficient to be poor, poorly equipped bandits :D

    World bosses are invincible since they reworked them. Not invincible because of their damage (that's massive, more than before) but because of their HP. They have 1.8-2 million HP... it takes 10 minutes for a player to solo this and if you're doing one mistake at minute 9 and you die you can do it again - no thanks. I remember soloing many world bosses before as a DK, Templar or Sorc but right now I don't have the nerves to try it just because how long it takes to kill them. Otherwise open world dungeon bosses still have low hp and are soloable. I don't get the intention of ZOS by making world bosses a pain in the ... for everybody.

    Leveling as a lvl 10 toon is easy, smooth and fast. The higher you get the slower you become because your outgoing damage decreases and your incoming damage increases. I'll try it later with my 20 Templar.
    Edited by Seraphayel on February 7, 2017 1:18PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Faulgor
    Faulgor
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    Dracane wrote: »
    There are rumors, that monsters deal more damage now or even more so, players simply take more damage from all sources.
    I can confirm this kind of, since I notice that I kill all players in pvp much faster than before. I've received some damage buffs, but these can't be that noticeable.

    The same thing happened with the last major update. I really like it :)

    I noticed this too, but I didn't have a chance yet to test it thoroughly.
    Incoming damage seems significantly higher overall.

    If it's intended I will adjust, but maybe we should get that confirmed first.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Tapio75
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    And to make all enemies deal more damage because CP point increase is bad design. They seem to forget that any new player that comes to play, has no CP at all and if i feel getting great damage from normal quest mobs compared to their "Minorityness" in the setting, the rsult will be that without CP, at least some newcomers will feel game being too difficult to play..

    (I have 220 CP currently)

    The whole CP increase should be compensated in competitive trials and such, not on the full scale change to whole world. I also think that PVP vise, the thing that people die faster makes it more frustrating to more, folks. Will result in more spamming, less thinking.

    I like this change in many areas like Dolmens and Delves but i think the change should be contained to certain aspects of the game rather than making game harder to everyone, especially new players without CP. Game should never be designed for the level capped only.
    >>PC-EU Mostly PVE. Played since BETA<<
  • NoFlash
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    You take more damage but you also deal more damage since update.
    Daggerfall Covenant

    The Ninja Squirrels
  • tplink3r1
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    Tapio75 wrote: »
    And to make all enemies deal more damage because CP point increase is bad design. They seem to forget that any new player that comes to play, has no CP at all and if i feel getting great damage from normal quest mobs compared to their "Minorityness" in the setting, the rsult will be that without CP, at least some newcomers will feel game being too difficult to play..

    (I have 220 CP currently)

    The whole CP increase should be compensated in competitive trials and such, not on the full scale change to whole world. I also think that PVP vise, the thing that people die faster makes it more frustrating to more, folks. Will result in more spamming, less thinking.

    I like this change in many areas like Dolmens and Delves but i think the change should be contained to certain aspects of the game rather than making game harder to everyone, especially new players without CP. Game should never be designed for the level capped only.
    Do you have a source to back your claim that it was increased in this patch because of CP?
    VR16 Templar
    VR3 Sorcerer
  • DHale
    DHale
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    I run a few dungeon every day after work we are taking much more damage than before not sure why.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • OldGamerESO
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    I ran with my Magicka Sorc tank nCOS this morning and died 3 times and almost died a bunch of times. Before the patch he was virtually unkillable. I have no idea what is happening. With 500cp and max resistances on one pull of trash mobs with ward up and my shield raised I was dropped to 25 percent health.

    Still that is not enough of a sample. i would have to run some more dungeons. But a normal? Very odd.
  • Tapio75
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    @tplink3r1

    No sources, speculation has no source, only opinions behind it. Some other people in this thread speculated that this change was due CP cap increase, i simply responded to these and voiced my opinion how the thing should be done and whats bad with it.

    But it seems to be clear that we are more fragile in many parts of game, the thing about also doing more damage, this, i dont notice but might also be because nerf to boundless storm damage output.
    >>PC-EU Mostly PVE. Played since BETA<<
  • heaven13
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    Oh, thank heavens it's not just me. My templar, who's my go-to for soloing died at least 3 times today in a delve in Stormhaven against 2/3 bandits. I thought I was having latency/FPS issues (which I've noticed some of as well), but even without those issues and diving out of the way of "stupid", one "standard" hit is taking her health down 2/3 of the way. Her heals can barely keep up with it, much less manage the mobs. Prior to the patch, I could take on 4-5 enemies, with an included delve boss without dying once. I'd love confirmation on whether I need to adjust playing or if this is a bug.

    This is my first "major" patch since playing often (I played for about 20-30 hours November 2015 and only came back this past December) so if this is a common thing of suddenly being squishier after an update, this is my first experience with it.
    Edited by heaven13 on February 8, 2017 1:50AM
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  • dramsb14_ESO
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    heaven13 wrote: »
    Oh, thank heavens it's not just me. My templar, who's my go-to for soloing died at least 3 times today in a delve in Stormhaven against 2/3 bandits. I thought I was having latency/FPS issues (which I've noticed some of as well), but even without those issues and diving out of the way of "stupid", one "standard" hit is taking her health down 2/3 of the way. Her heals can barely keep up with it, much less manage the mobs. Prior to the patch, I could take on 4-5 enemies, with an included delve boss without dying once. I'd love confirmation on whether I need to adjust playing or if this is a bug.

    This is my first "major" patch since playing often (I played for about 20-30 hours November 2015 and only came back this past December) so if this is a common thing of suddenly being squishier after an update, this is my first experience with it.

    You are definitely not alone...

    https://forums.elderscrollsonline.com/en/discussion/319444/bug-noticeable-damage-increase-in-trials/p1

  • Loc2262
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    Wouldn't be the first time that Z unintentionally messed with the mob damage during a patch.
    Kind regards,
    Frank
    PC-EU, 12 chars, 900+CP
  • Tasear
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    I think so too. I got one hit threw my shield in a duel with my usual duel partner and the sheild is 2k stronger now. We did it a few times..So I better hide in PvP my 600cp is meaningless.
  • dramsb14_ESO
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    I wonder if resetting/re-spending CP points would clear the bug??
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