@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
I still don't think that the 10/20% makes sense. At all, so throwing that around is fake news.
If shields are taken care of, sorcs are more in line. Anyone who plays BGs or noCP can see the lack of spammable 30k defences with no counter, really helps.
A few things I'd change otherwise that wouldn't break the class is that streak shouldn't go though roots, and interrupting conversion should take away the resources. I feel like these two lack early counters. (The late counters: Being resource heavy don't actually kick in until its too late.)
The OP is right, what he says. But duelling with this very strong makes let me and others getting more skill and become better player.
Its ironic, but i can beat some good sorcs allready. I dont would say change them, because they work fine. A change would just destroy the class.
On the other hand why not buffing some skills from other classes to simliar skills like sorcs have? This would bring more fun to other classes too and nobody would scream!
Templar need more CC (like the old stuneffect from blazing spear!)
Nightblades need some areadamageablitiys and dots
Dragonknights need a spammable Staminaskill for damage, a gapcloser and/or a finisher
Warden really need more damageskills or better working ones for diversity
Sorcs dont need anything because they allready have access to all
Just look here in forum to some ideas, there are great ones to make it happen
dwemer_paleologist wrote: »just cut sorc damage in half and thier shields in half and they will be almost the same as the other classes.
quite simple.
@Merlin13KAGL
And to be fair, that's my theory, not an assertion. My post is an attempt to analyze what a lot of us are seeing observstionally, which is that mag sorcs are light armor builds who feel confident enough to walk unhidden into uneven odds in close quarter open world combat, which seems a bit absurd for a light armor non-tank class, lol.
@Merlin13KAGL
Streak: again, youre missing the point, which is not that individual skills are OP, but that the class is OP due to skills that stack features. Yes, other classes can gap close and other classes can hunt with an AOE...by USING TWO BAR SLOTS. And that's the point...overly multitasking abilities offer the ability to slot more, thereby having more tools at their command.
As for it being a mediocre extender...meh...I'm not saying it's a perfect skill in this regard, but it does offer at least some functionality that no other gap closer offers. And no, I don't consider "running away" to be an ability, lol.
@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
I still don't think that the 10/20% makes sense. At all, so throwing that around is fake news.
If shields are taken care of, sorcs are more in line. Anyone who plays BGs or noCP can see the lack of spammable 30k defences with no counter, really helps.
A few things I'd change otherwise that wouldn't break the class is that streak shouldn't go though roots, and interrupting conversion should take away the resources. I feel like these two lack early counters. (The late counters: Being resource heavy don't actually kick in until its too late.)
Spammable 30k defences with no counter is kind of fake news too.
@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
I still don't think that the 10/20% makes sense. At all, so throwing that around is fake news.
If shields are taken care of, sorcs are more in line. Anyone who plays BGs or noCP can see the lack of spammable 30k defences with no counter, really helps.
A few things I'd change otherwise that wouldn't break the class is that streak shouldn't go though roots, and interrupting conversion should take away the resources. I feel like these two lack early counters. (The late counters: Being resource heavy don't actually kick in until its too late.)
Spammable 30k defences with no counter is kind of fake news too.
In Cp campaign.
Is the shield spammable. Yes.
Does it have solid counters. No.
Can it be 30k. Yep.
The only real counter is oblivion damage... Which always deals same damage. Nothing like a shield cost increase, shield defile, shield regen stop, etc.
That is the only reason I would consider "OP. " other things are just slightly silly mechanics. The burst+mobility is good.
Mag sorcs can fend off 6+ experienced players running good builds.
Then they add power surge. This is another A+ skill because not only does it grant major damage, it returns a lot of health. So any damage that does get through the wards is being healed behind the next shield cast.
Now we add damage abilities. Curse, mages wrath, crushing shock and crystal frag...all "easy button" skills that allow a point and shoot approach to dispensing mass damage
Think of it like this...sorcs have become like cats. (Which is ironic, I guess, since Khajiit don't make good sorcs). Cats are evolution's super predator. They survive due to utter efficiency. Their claws are relatively simple, but they allow them to shred, to stab, to climb and to snare. Because their claws work so well, they can expend energy on other massive perks...like night vision and balance. Sorcs are not unlike cats. Each slot on their bar can be filled with choice skills that pull double and triple duty, making room for other skills pulling double or triple duty.
@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
I still don't think that the 10/20% makes sense. At all, so throwing that around is fake news.
If shields are taken care of, sorcs are more in line. Anyone who plays BGs or noCP can see the lack of spammable 30k defences with no counter, really helps.
A few things I'd change otherwise that wouldn't break the class is that streak shouldn't go though roots, and interrupting conversion should take away the resources. I feel like these two lack early counters. (The late counters: Being resource heavy don't actually kick in until its too late.)
Spammable 30k defences with no counter is kind of fake news too.
In Cp campaign.
Is the shield spammable. Yes.
Does it have solid counters. No.
Can it be 30k. Yep.
The only real counter is oblivion damage... Which always deals same damage. Nothing like a shield cost increase, shield defile, shield regen stop, etc.
That is the only reason I would consider "OP. " other things are just slightly silly mechanics. The burst+mobility is good.
@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
I still don't think that the 10/20% makes sense. At all, so throwing that around is fake news.
If shields are taken care of, sorcs are more in line. Anyone who plays BGs or noCP can see the lack of spammable 30k defences with no counter, really helps.
A few things I'd change otherwise that wouldn't break the class is that streak shouldn't go though roots, and interrupting conversion should take away the resources. I feel like these two lack early counters. (The late counters: Being resource heavy don't actually kick in until its too late.)
Spammable 30k defences with no counter is kind of fake news too.
In Cp campaign.
Is the shield spammable. Yes.
Does it have solid counters. No.
Afraid this is where we run into a roadblock, @Biro123Can it.be 30k? Yep.
It's the same arguments with the same lack of proof.
The only real counter is oblivion damage... Which always deals same damage. Nothing like a shield cost increase, shield defile, shield regen stop, etc.
That is the only reason I would consider "OP. " other things are just slightly silly mechanics. The burst+mobility is good.
He usually does. Sometimes when I'm bored I just open his profile and pick a couple random comments. Yeah, I have an interesting life.I think @Joy_Division just won this forum.
the number of threads probably relates to increase in player Pop from Morrowind, I e lots of new PvPers.
To noobs Sorcs seem OP, as they don't get the tactics needed, they are also amazed NB's can 'disappear'
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.
Damn, that was some impressive math right there. Your calculus is impeccable and totally not just gut feelings.
Joy_Division wrote: »@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.
Please do. I am sure many people who are actually interested in a discussion would just love to know the methodology how you arrived to the conclusion that sorcs are 10-20% more powerful than any other class. Because all that's here is gut-feeling and most of it specious.
Magsorcs are not OP. Bastion is. Try fighting a sorc in no Cp campaign. They melt. Because a sorc only needs to shield stack all they need to do is pump all their points into bastion. Whereas all us other classes need to diversify our cps into multiple defensive skills. We could all run shield breaker and shattering blows but then we wouldn't be diverse enough to kill other classes.
Merlin13KAGL wrote: »@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
I still don't think that the 10/20% makes sense. At all, so throwing that around is fake news.
If shields are taken care of, sorcs are more in line. Anyone who plays BGs or noCP can see the lack of spammable 30k defences with no counter, really helps.
A few things I'd change otherwise that wouldn't break the class is that streak shouldn't go though roots, and interrupting conversion should take away the resources. I feel like these two lack early counters. (The late counters: Being resource heavy don't actually kick in until its too late.)
Spammable 30k defences with no counter is kind of fake news too.
In Cp campaign.
Is the shield spammable. Yes.
- So is every other skill in the game, until you run out of resources.
Does it have solid counters. No.
- Damage is the counter to shields, just as damage is the counter to high health.
Afraid this is where we run into a roadblock, @Biro123Can it.be 30k? Yep.
You can manage a 30k, battlespirited hardened ward (Sorc's only shield)in CP if you do two of three things:
- Max out Bastion. Yep, that's 100 points in to get a 25% boost.
- Stack Magicka to 134,000. You read it right one hundred and thirty four thousand.
- Become completely out of touch or delusional.
It's the same arguments with the same lack of proof.
The only real counter is oblivion damage... Which always deals same damage. Nothing like a shield cost increase, shield defile, shield regen stop, etc.
That is the only reason I would consider "OP. " other things are just slightly silly mechanics. The burst+mobility is good.
You're not getting outclassed. You're getting outplayed.
Merlin13KAGL wrote: »@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
I still don't think that the 10/20% makes sense. At all, so throwing that around is fake news.
If shields are taken care of, sorcs are more in line. Anyone who plays BGs or noCP can see the lack of spammable 30k defences with no counter, really helps.
A few things I'd change otherwise that wouldn't break the class is that streak shouldn't go though roots, and interrupting conversion should take away the resources. I feel like these two lack early counters. (The late counters: Being resource heavy don't actually kick in until its too late.)
Spammable 30k defences with no counter is kind of fake news too.
In Cp campaign.
Is the shield spammable. Yes.
- So is every other skill in the game, until you run out of resources.
Does it have solid counters. No.
- Damage is the counter to shields, just as damage is the counter to high health.
Afraid this is where we run into a roadblock, @Biro123Can it.be 30k? Yep.
You can manage a 30k, battlespirited hardened ward (Sorc's only shield)in CP if you do two of three things:
- Max out Bastion. Yep, that's 100 points in to get a 25% boost.
- Stack Magicka to 134,000. You read it right one hundred and thirty four thousand.
- Become completely out of touch or delusional.
It's the same arguments with the same lack of proof.
The only real counter is oblivion damage... Which always deals same damage. Nothing like a shield cost increase, shield defile, shield regen stop, etc.
That is the only reason I would consider "OP. " other things are just slightly silly mechanics. The burst+mobility is good.
You're not getting outclassed. You're getting outplayed.
Wow you are ignorant and cocky aren't you, or should I say out of touch and delusional. I never said only hardened ward. You can reach 30k with stacking very easily.
I am not comparing shields to other skills, I am comparing them to other defenses. No, not every other defense is as mindlessly spammable as shields are. Heals often do less at high health, obviously can't go above your own health so less reason to spam, and can be defiled to make them less effective. Blocking, sprinting, mist and rolling stops regen, streak/roll have cost increases. Cloak doesn't, but you can't pull someone out of a shield can you?
"Damage is the counter to shields" that might be the most idiotic statement I have ever seen. Last I checked its hard to burn 30k of shields before someone reups. OK, so to counter tanks, just damage them, exploiters? Damage them? Zergs? Damage them. Shield breaker is probably the only actual (specific for shields) counter, but in other circumstances its useless. A shield defile, or a maj/min system is necessary.
Merlin13KAGL wrote: »@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
I still don't think that the 10/20% makes sense. At all, so throwing that around is fake news.
If shields are taken care of, sorcs are more in line. Anyone who plays BGs or noCP can see the lack of spammable 30k defences with no counter, really helps.
A few things I'd change otherwise that wouldn't break the class is that streak shouldn't go though roots, and interrupting conversion should take away the resources. I feel like these two lack early counters. (The late counters: Being resource heavy don't actually kick in until its too late.)
Spammable 30k defences with no counter is kind of fake news too.
In Cp campaign.
Is the shield spammable. Yes.
- So is every other skill in the game, until you run out of resources.
Does it have solid counters. No.
- Damage is the counter to shields, just as damage is the counter to high health.
Afraid this is where we run into a roadblock, @Biro123Can it.be 30k? Yep.
You can manage a 30k, battlespirited hardened ward (Sorc's only shield)in CP if you do two of three things:
- Max out Bastion. Yep, that's 100 points in to get a 25% boost.
- Stack Magicka to 134,000. You read it right one hundred and thirty four thousand.
- Become completely out of touch or delusional.
It's the same arguments with the same lack of proof.
The only real counter is oblivion damage... Which always deals same damage. Nothing like a shield cost increase, shield defile, shield regen stop, etc.
That is the only reason I would consider "OP. " other things are just slightly silly mechanics. The burst+mobility is good.
You're not getting outclassed. You're getting outplayed.
Wow you are ignorant and cocky aren't you, or should I say out of touch and delusional. I never said only hardened ward. You can reach 30k with stacking very easily.
I am not comparing shields to other skills, I am comparing them to other defenses. No, not every other defense is as mindlessly spammable as shields are. Heals often do less at high health, obviously can't go above your own health so less reason to spam, and can be defiled to make them less effective. Blocking, sprinting, mist and rolling stops regen, streak/roll have cost increases. Cloak doesn't, but you can't pull someone out of a shield can you?
"Damage is the counter to shields" that might be the most idiotic statement I have ever seen. Last I checked its hard to burn 30k of shields before someone reups. OK, so to counter tanks, just damage them, exploiters? Damage them? Zergs? Damage them. Shield breaker is probably the only actual (specific for shields) counter, but in other circumstances its useless. A shield defile, or a maj/min system is necessary.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
@CyrusArya @Joy_Division
The 10-20% is an estimate based on my theories of what makes sorcs OP, which I state as a theory in my original post and say that we can't measure unless we had access to ZOS's internal numbers. To be fair, based on comments made on ESO Live about class balance, they seem aware that sorcs over perform in pvp. Their discussion about that insinuated that they were concerned that needing sorcs in pvp would hurt them in pve where they're better balanced, and also that they don't want to make changes that hurt the bottom 80% of players just to fix the 20% who take advantage of the situation.
A hard number of how over powered they are in pvp would be difficult to quantify scientifically...there are too many factors in play. However, one method of proving my case might be diving into a specific skill and questioning that math, which is easier to quantify.
For example, Dark Conversion. For stats I will use Alcast's latest Wrath build, found at Alcasthq.com, so we can all look at the same numbers. The build features ~43k max magic and ~13k max stam. 2800 mag recovery and 750 for stam. Dark Con costs 2400 stam and returns 8,000 health and 4600 magic.
If we presume a 30 second battle, the sorcs stam recovery would produce 750 every 2 seconds, or 11,250 added to their bank of 13k. Therefore, they can pretty easily cast Dark Con as part of a 5 second rotation. Six procs in 30 seconds cost 15k stam. They don't need the stam for dodging or blocking since the shields take care of that, but they have a healthy reserve regardless.
These six procs produce 27,600 magic and 48k health. So this produces pertinent questions:
1. How do similar abilities compare? If we consider resource returning mechanisms, I can't think of anything in the game that is this strong. Potions return 8k/8k every 45 seconds. Proc sets that return magic or stam are capped at like 9k once per minute. I know the peanut gallery will chime in with reasons why Dark Con isn't endlessly powerful...and it isn't. It's simply more powerful than other abilities that return a fighting resource.
(And, btw, @ZOS_GinaBruno - ask Eric Wroebel if Dark Con is so fair, why can't nightblades get an ability that costs 2400 magic in exchange for 8k health and 4.5k stamina, instead of the stupid leeching strikes mechanism).
2. Why is this problematic? Dark Con isn't a problem on its own. The problem arises when we consider what it enables. It's this massive return of magic that allows sorcs to maintain one or two very strong shields. The meta rotation involves throwing up shields that wipe out incoming attacks, then dark Con to restore that magic and heal anything that gets through.
I think the bottom line is that update 14 brought this concept of resource scarcity into the game that reduced the tankiness of everyone. EXCEPT SORCS. Lol. If you read the dev notes, Vigor had this snide little comment, "we felt it was too powerful to make it easy to keep up all the time." Yeah...the 3k stam cost ability returning 10k health over 5 seconds was too powerful, but not the many, many mechanisms sorcs have to return magic and stack defense.
We can agree to disagree, but objectively, scientifically and rationally you're both totally wrong.
I still don't think that the 10/20% makes sense. At all, so throwing that around is fake news.
If shields are taken care of, sorcs are more in line. Anyone who plays BGs or noCP can see the lack of spammable 30k defences with no counter, really helps.
A few things I'd change otherwise that wouldn't break the class is that streak shouldn't go though roots, and interrupting conversion should take away the resources. I feel like these two lack early counters. (The late counters: Being resource heavy don't actually kick in until its too late.)
Spammable 30k defences with no counter is kind of fake news too.
In Cp campaign.
Is the shield spammable. Yes.
Does it have solid counters. No.
Can it be 30k. Yep.
The only real counter is oblivion damage... Which always deals same damage. Nothing like a shield cost increase, shield defile, shield regen stop, etc.
That is the only reason I would consider "OP. " other things are just slightly silly mechanics. The burst+mobility is good.
Him, OK then.
Does casting 3 different abilities count as spammable? Nope.
Does it have solid counters? Resource cost poisons, oblivion glyphs, shieldbreaker. In fact, shieldbreaker is probably one of the HARDEST counters in game. And since you give shield sizes that are buffed by cp, I'll add shattering blows too.
Can it be 30k? Yes with 3 shields when you are low health, and run a high mag (so probably low sustain) build. So is it a 'spammable' 30k? Well, on a high mag, low sustain setup - only for a bit. BUT one of those shields needs to be left on for 6 seconds to get the heal, and recasting the others pushes that healing ward to the top, so it takes the hits, again meaning you don't get the heal. So realistically, can't you spam 3 shields ? Or only 2?.
If 2, you're looking at a 20-22k shield on a high mag build. More like 15-17k on honed builds who can sustain it indefinitely.
Don't take this as me saying that I think the shield mechanics are fine.. I'm just doing what I normally do in correcting some exaggerations that those less knowledgeable than yourself read as unqualified fact.
Because there will be people who see your claim and then go away thinking that sorcs can spam 30k hardened wards in cyro, indefinitely... And then they start more 'nerf sorc' threads.
Killing shield stacking builds is the gateway to becoming a good pvp'er, they require you to monitor your resources, drain their resources, maintain pressure, and time burst.