rfennell_ESO wrote: »There are a couple issue with sorcs in general.
The first and biggest issue is the "animation cancelers" that aren't actually doing it manually. It's sort of a whatever... keep it up and claim otherwise thing. So much grey area in it, it's become useless to even discuss.
The other issues are:
Haunting curse is way overpowered in pvp. It was "added" as a pve dps tool and turned into the thing that every single magsorc runs in pvp. It either needs to be reverted to one explosion, given a cast time, put back to being blockable or all of the above.
The overload "3rd bar" that acts as an utility bar. I'm fine with overload, I'm fine with overload bar being a separate bar that they can use. I'm not fine with the fact that the way overload operates allows them to have a 3rd bar to swap to for all the extra abilities when they aren't really using overload. Overload should act like every other ultimates, where when you use it it's going to cost ultimate just to get to the bar and not being some bar swap utility bar. Every other class has 10 abilities on 2 bars and 2 ultimates. Sorcs get 15 abilities and 2 ultimates (as long as 1 is overload).
Any sorc with a 3rd bar has to give up either an offensive ult(DBoS> soul assault btw) or resto ult,
You lose too much I think.
rfennell_ESO wrote: »There are a couple issue with sorcs in general.
The first and biggest issue is the "animation cancelers" that aren't actually doing it manually. It's sort of a whatever... keep it up and claim otherwise thing. So much grey area in it, it's become useless to even discuss.
The other issues are:
Haunting curse is way overpowered in pvp. It was "added" as a pve dps tool and turned into the thing that every single magsorc runs in pvp. It either needs to be reverted to one explosion, given a cast time, put back to being blockable or all of the above.
The overload "3rd bar" that acts as an utility bar. I'm fine with overload, I'm fine with overload bar being a separate bar that they can use. I'm not fine with the fact that the way overload operates allows them to have a 3rd bar to swap to for all the extra abilities when they aren't really using overload. Overload should act like every other ultimates, where when you use it it's going to cost ultimate just to get to the bar and not being some bar swap utility bar. Every other class has 10 abilities on 2 bars and 2 ultimates. Sorcs get 15 abilities and 2 ultimates (as long as 1 is overload).
Any sorc with a 3rd bar has to give up either an offensive ult(DBoS> soul assault btw) or resto ult,
You lose too much I think.
Why wouldn't you just put it on that third bar...
exeeter702 wrote: »rfennell_ESO wrote: »There are a couple issue with sorcs in general.
The first and biggest issue is the "animation cancelers" that aren't actually doing it manually. It's sort of a whatever... keep it up and claim otherwise thing. So much grey area in it, it's become useless to even discuss.
The other issues are:
Haunting curse is way overpowered in pvp. It was "added" as a pve dps tool and turned into the thing that every single magsorc runs in pvp. It either needs to be reverted to one explosion, given a cast time, put back to being blockable or all of the above.
The overload "3rd bar" that acts as an utility bar. I'm fine with overload, I'm fine with overload bar being a separate bar that they can use. I'm not fine with the fact that the way overload operates allows them to have a 3rd bar to swap to for all the extra abilities when they aren't really using overload. Overload should act like every other ultimates, where when you use it it's going to cost ultimate just to get to the bar and not being some bar swap utility bar. Every other class has 10 abilities on 2 bars and 2 ultimates. Sorcs get 15 abilities and 2 ultimates (as long as 1 is overload).
Any sorc with a 3rd bar has to give up either an offensive ult(DBoS> soul assault btw) or resto ult,
You lose too much I think.
Why wouldn't you just put it on that third bar...
exeeter702 wrote: »rfennell_ESO wrote: »There are a couple issue with sorcs in general.
The first and biggest issue is the "animation cancelers" that aren't actually doing it manually. It's sort of a whatever... keep it up and claim otherwise thing. So much grey area in it, it's become useless to even discuss.
The other issues are:
Haunting curse is way overpowered in pvp. It was "added" as a pve dps tool and turned into the thing that every single magsorc runs in pvp. It either needs to be reverted to one explosion, given a cast time, put back to being blockable or all of the above.
The overload "3rd bar" that acts as an utility bar. I'm fine with overload, I'm fine with overload bar being a separate bar that they can use. I'm not fine with the fact that the way overload operates allows them to have a 3rd bar to swap to for all the extra abilities when they aren't really using overload. Overload should act like every other ultimates, where when you use it it's going to cost ultimate just to get to the bar and not being some bar swap utility bar. Every other class has 10 abilities on 2 bars and 2 ultimates. Sorcs get 15 abilities and 2 ultimates (as long as 1 is overload).
Any sorc with a 3rd bar has to give up either an offensive ult(DBoS> soul assault btw) or resto ult,
You lose too much I think.
Why wouldn't you just put it on that third bar...
Cmon dont be a clown. Pick up 4 extra slots with any non weapon ulti on overload bar.
exeeter702 wrote: »rfennell_ESO wrote: »There are a couple issue with sorcs in general.
The first and biggest issue is the "animation cancelers" that aren't actually doing it manually. It's sort of a whatever... keep it up and claim otherwise thing. So much grey area in it, it's become useless to even discuss.
The other issues are:
Haunting curse is way overpowered in pvp. It was "added" as a pve dps tool and turned into the thing that every single magsorc runs in pvp. It either needs to be reverted to one explosion, given a cast time, put back to being blockable or all of the above.
The overload "3rd bar" that acts as an utility bar. I'm fine with overload, I'm fine with overload bar being a separate bar that they can use. I'm not fine with the fact that the way overload operates allows them to have a 3rd bar to swap to for all the extra abilities when they aren't really using overload. Overload should act like every other ultimates, where when you use it it's going to cost ultimate just to get to the bar and not being some bar swap utility bar. Every other class has 10 abilities on 2 bars and 2 ultimates. Sorcs get 15 abilities and 2 ultimates (as long as 1 is overload).
Any sorc with a 3rd bar has to give up either an offensive ult(DBoS> soul assault btw) or resto ult,
You lose too much I think.
Why wouldn't you just put it on that third bar...
Cmon dont be a clown. Pick up 4 extra slots with any non weapon ulti on overload bar.
You can't slot a 2rd ultimate on your overload bar.
Even when you could it meant you couldn't toggle the bar off, so had to dump the lot. As lexxy said if you want that 3rd bar you basically are losing an Ultimate, pros and cons.
exeeter702 wrote: »rfennell_ESO wrote: »There are a couple issue with sorcs in general.
The first and biggest issue is the "animation cancelers" that aren't actually doing it manually. It's sort of a whatever... keep it up and claim otherwise thing. So much grey area in it, it's become useless to even discuss.
The other issues are:
Haunting curse is way overpowered in pvp. It was "added" as a pve dps tool and turned into the thing that every single magsorc runs in pvp. It either needs to be reverted to one explosion, given a cast time, put back to being blockable or all of the above.
The overload "3rd bar" that acts as an utility bar. I'm fine with overload, I'm fine with overload bar being a separate bar that they can use. I'm not fine with the fact that the way overload operates allows them to have a 3rd bar to swap to for all the extra abilities when they aren't really using overload. Overload should act like every other ultimates, where when you use it it's going to cost ultimate just to get to the bar and not being some bar swap utility bar. Every other class has 10 abilities on 2 bars and 2 ultimates. Sorcs get 15 abilities and 2 ultimates (as long as 1 is overload).
Any sorc with a 3rd bar has to give up either an offensive ult(DBoS> soul assault btw) or resto ult,
You lose too much I think.
Why wouldn't you just put it on that third bar...
exeeter702 wrote: »rfennell_ESO wrote: »There are a couple issue with sorcs in general.
The first and biggest issue is the "animation cancelers" that aren't actually doing it manually. It's sort of a whatever... keep it up and claim otherwise thing. So much grey area in it, it's become useless to even discuss.
The other issues are:
Haunting curse is way overpowered in pvp. It was "added" as a pve dps tool and turned into the thing that every single magsorc runs in pvp. It either needs to be reverted to one explosion, given a cast time, put back to being blockable or all of the above.
The overload "3rd bar" that acts as an utility bar. I'm fine with overload, I'm fine with overload bar being a separate bar that they can use. I'm not fine with the fact that the way overload operates allows them to have a 3rd bar to swap to for all the extra abilities when they aren't really using overload. Overload should act like every other ultimates, where when you use it it's going to cost ultimate just to get to the bar and not being some bar swap utility bar. Every other class has 10 abilities on 2 bars and 2 ultimates. Sorcs get 15 abilities and 2 ultimates (as long as 1 is overload).
Any sorc with a 3rd bar has to give up either an offensive ult(DBoS> soul assault btw) or resto ult,
You lose too much I think.
Why wouldn't you just put it on that third bar...
Cmon dont be a clown. Pick up 4 extra slots with any non weapon ulti on overload bar.
You can't slot a 2rd ultimate on your overload bar.
Yep, what patch they fix that? Just checked it now.
That cat analogy though... we all need to set aside our differences a moment and applaud the OP for making the argument so clear and relatable.
Sorcs are strong because they survive on a mechanic which still to this forking day has NO explicit counter - the monstrosity that is WARDS.
Healing has a counter. Blocking has counters. Dodging has a LOT of counters.
Shields tho? Nah. Not only does @Wrobel think shields don't need counters, for some unintelligible reason he also thinks they should make the user immune to crits and status effect procs and be stackable.
Smh
thankyourat wrote: »thankyourat wrote: »@Lexxypwns is not they give me trouble. I've only lost to one sorc since the patch it's that they go full turtle mode and i can't kill them and they can't kill me. I just feel it's bad gameplay design and needs to be changed. I think a big part of it is harness magicka it's needs to be changed or as a solo player i am going to have to start back bar'ing drain magicka poisons like you said, not for 1v1 but for solo play. That honestly would end any problem i have with killing a turtling sorc. I don't think sorcs are op i just feel that shield stacking can get ridiculous at times
Well, I think it's a bit unfair to complain about something or advocate for nerfs when you haven't used the available counters.
I see this a lot, particularly from the sorc is op crowd, but there's no viable sorc build that can handle cost increase poisons if they're turtling. You either give up too much damage to sustain or too much sustain for damage if you're building to compensate for poisons so most sorcs just don't bother
You are right I try to be to noble i didn't want to use cost increase poisons because i feel it's too much of advantage over pretty much everyone you fight. I was trying to avoid using something that's broken to combat another broken mechanic, but the rise in sorc popularity and the xbox zergs are sending me to the dark side lol
What you call nobility another calls being a scrub. I know you're good and don't think you're a scrub, but I can't imagine being willing to gimp yourself so hard as a solo player. The deck is already stacked against you, run a meta-like setup and watch the bodies pile up.
Those xbox zergs are so real that I put cloak back on my bars.
@OdinForge you need resource poisons to counter any class or build going full turtle. There are too many cheap defensive ultis that allow you to reset fights, you only need about 40 seconds of sustain at most between defensive ultis, if you have that you can tank forever against unorganized opponents, even in light armor
Not that I necessarily disagree with you when it comes to good tank builds, or pet sorc type builds. Those builds however tend to be minimal threat, and while they're tanky they aren't really beating up 6 people and often crumble under a potl/purifying.
As opposed to the types of sorcs complained about in threads like this, those builds are quite different. A sorc that's actually a threat to you, even if chaining resto ults on cool-down you shouldn't need poisons on.
leepalmer95 wrote: »[Snip]
them get magic or health from exchange, but not both. Eliminate the second cast of curse. Simplify streak. And increase the cost of some of their skills. But do any or all of these with the goal of forcing mag sorcs to choose between perks, which is something that feels like a major challenge for the other classes, but not sorcs.
[Edited to remove non-constructive intro]
20k Frag tool tip and 50k mag, is balanced. dunno what u talk about kappa
Aaand another uninformed post.
Alright.. 50k mag.. What, exactly in the sorc toolkit gives you 50k mag? Last I heard it was gear and passives that gave stats.. and guess what? sorc doesn't have any max mag passives (unlike some classes).
NOBODY gets a 20k frag tooltip. Mine sits between 12 and 14k depending on build - and I ususally use around 50k max mag.
I'm not disputing sorcs are strong - but the amount of sheer BS coming from these nerf threads is unreal.
I dont expect casuals to reach that kind of stats... try harder and u'll see its possible.
I'll tell u even more, ive reached 53k mag and 23k EMPOWERD frag tool tip. and i didnt even invested much like i do on my main building this. (didnt even needed to slot a pet btw)
'Casuals'
By casuals you mean investing everything into dmg throwing on 5 mage guild skills, drinking a pot, continuous, procing the frag then empowering it and taking a s/s xD
I too can fake over inflate my tooltips. But whats the point with no skills, pets and no sustain.
exeeter702 wrote: »rfennell_ESO wrote: »There are a couple issue with sorcs in general.
The first and biggest issue is the "animation cancelers" that aren't actually doing it manually. It's sort of a whatever... keep it up and claim otherwise thing. So much grey area in it, it's become useless to even discuss.
The other issues are:
Haunting curse is way overpowered in pvp. It was "added" as a pve dps tool and turned into the thing that every single magsorc runs in pvp. It either needs to be reverted to one explosion, given a cast time, put back to being blockable or all of the above.
The overload "3rd bar" that acts as an utility bar. I'm fine with overload, I'm fine with overload bar being a separate bar that they can use. I'm not fine with the fact that the way overload operates allows them to have a 3rd bar to swap to for all the extra abilities when they aren't really using overload. Overload should act like every other ultimates, where when you use it it's going to cost ultimate just to get to the bar and not being some bar swap utility bar. Every other class has 10 abilities on 2 bars and 2 ultimates. Sorcs get 15 abilities and 2 ultimates (as long as 1 is overload).
Any sorc with a 3rd bar has to give up either an offensive ult(DBoS> soul assault btw) or resto ult,
You lose too much I think.
Why wouldn't you just put it on that third bar...
Cmon dont be a clown. Pick up 4 extra slots with any non weapon ulti on overload bar.
You can't slot a 2rd ultimate on your overload bar.
Yep, what patch they fix that? Just checked it now.
Ah, so we are counting exploiting as OP now?
rfennell_ESO wrote: »There are a couple issue with sorcs in general.
The first and biggest issue is the "animation cancelers" that aren't actually doing it manually. It's sort of a whatever... keep it up and claim otherwise thing. So much grey area in it, it's become useless to even discuss.
The other issues are:
Haunting curse is way overpowered in pvp. It was "added" as a pve dps tool and turned into the thing that every single magsorc runs in pvp. It either needs to be reverted to one explosion, given a cast time, put back to being blockable or all of the above.
The overload "3rd bar" that acts as an utility bar. I'm fine with overload, I'm fine with overload bar being a separate bar that they can use. I'm not fine with the fact that the way overload operates allows them to have a 3rd bar to swap to for all the extra abilities when they aren't really using overload. Overload should act like every other ultimates, where when you use it it's going to cost ultimate just to get to the bar and not being some bar swap utility bar. Every other class has 10 abilities on 2 bars and 2 ultimates. Sorcs get 15 abilities and 2 ultimates (as long as 1 is overload).
Any sorc with a 3rd bar has to give up either an offensive ult(DBoS> soul assault btw) or resto ult,
You lose too much I think.
Why wouldn't you just put it on that third bar...
dwemer_paleologist wrote: »cut sorcerer damage in half in PvP. lets start there.
how often do you see a dead sorcerer on the battle field, or Anywhere!?
Sorcs have too many op abilities. Every class has a few strong abilities but not nearly as many as sorcs do.
Overload allowing a 3rd skill bar
Dark exchange that instantly gives health and magicka for the cost of stamina
A class shield that scales off magicka and last longer than any other shield
Frags being able to be insta casted plus it does extra crit damage
Curse that explodes twice
Streak is best skill for mobility plus it stuns and pulls players out of stealth.
Sorcs have too many op abilities. Every class has a few strong abilities but not nearly as many as sorcs do.
Overload allowing a 3rd skill bar
Dark exchange that instantly gives health and magicka for the cost of stamina
A class shield that scales off magicka and last longer than any other shield
Frags being able to be insta casted plus it does extra crit damage
Curse that explodes twice
Streak is best skill for mobility plus it stuns and pulls players out of stealth.
That cat analogy though... we all need to set aside our differences a moment and applaud the OP for making the argument so clear and relatable.
Sorcs are strong because they survive on a mechanic which still to this forking day has NO explicit counter - the monstrosity that is WARDS.
Healing has a counter. Blocking has counters. Dodging has a LOT of counters.
Shields tho? Nah. Not only does @Wrobel think shields don't need counters, for some unintelligible reason he also thinks they should make the user immune to crits and status effect procs and be stackable.
Smh
Their toolbox therefore offers them a meta that is 10-20% more powerful than any other class. Of course they'll still sometimes die. Of course they're screwed if caught without the shields up. Of course some players won't fare well in this setup...but that doesn't mean it isn't OP. They just are, because their max potential is mathematically higher than any other class.
@leepalmer95
I have vets of every class too, stam and magic. When I wrote this post, my definition of OP is not "invincible" or "invulnerable," but rather that they are slightly more powerful than other classes.
Overload isn't the most amazing skill in the world that will make a poor player invincible...but it does give sorcs an avenue to slotting longer term buffs or skills in a manner than no other class has. So there's a tiny power boost there if used well.
Dark exchange offers mag sorcs their most valuable resources at the cost of a moderately useless one, and at a very good ratio. It creates a resource surplus, generating more than is lost. Again, this doesn't make them invincible, but because their dps output and shields are entirely generated by magicka, the ability to heal and sustain for longer than other classes makes them a little more powerful.
I can go on. The bottom line is that sorcs can be configured to have ridiculously high magic and not pay a price for it, because that magic fuels massive dps, endless heals, and endless shields. Then the developers have thrown multiple skills, gear and CPs that return magic, allowing the cycle to perpetuate for longer.
Their toolbox therefore offers them a meta that is 10-20% more powerful than any other class. Of course they'll still sometimes die. Of course they're screwed if caught without the shields up. Of course some players won't fare well in this setup...but that doesn't mean it isn't OP. They just are, because their max potential is mathematically higher than any other class.