Absolutly freaking unfair changes.
Magicka sorcerers are too strong now already.
I played a lot on sorcerer, and vs sorcerers on different classes and builds.
And can say that they already stongest now.
Shielding as hell, very bursting, very mobile, tons of cc, range.
And the more max magickathey have - more stronger both in defence and in damage they become...
Good sorcerer is most unkillable in cyrodiil last 2 patches...before during at least 2 years was one of the hardest 2 with stamina dk's too.
And now, when they are op already, they will have Rune prison which stun and...tadamm...Asylum destro staff which make forse pulse (most effective for sorcerers as spam skill because of class specifics) stronger because of all 3 status effects.
Wtf?
Play your game @Wrobel or talk with most experienced players (for example streamers: Fengrush, Blobsky, Kodi, Hexyseso, Gilliamtherogue, Alkast with his coreteam in guild Hodor etc) to get adequate feedback what to do for balance and make gameplay more interesting, before they all left to play and stream another games like Sypher for example...
ZOS_Wrobel wrote: »We’d like to touch on a couple things we’re looking to iterate on for this class. First, some of you have mentioned that the Summon Charged Atronach AoE can occasionally miss targets that are right next to it. To address this, we plan to change the AoE pattern to a single circle instead of 5 small circles. We’ve also seen reports of an issue with Overload where the bound armor can persist even when it’s not on your bar; we’re investigating this issue.
Lastly, we’ve seen some of you mention that the new Rune Prison is quite powerful in PVP - we’re looking at adjusting the cost to help counter this. In addition, we’ve been evaluating the Crystal Shard skill line and its morphs and are planning to make some adjustments. The base stun component is going to be removed from the ability and instead placed on the Crystal Blast morph. This will make the choice between Crystal Fragments and Crystal Blast much more interesting as you are choosing between a CC and AoE damage vs. increased burst damage.
Thanks for taking the time to hop on the PTS and test out the changes so far!
FriedEggSandwich wrote: »ZOS_Wrobel wrote: »We’d like to touch on a couple things we’re looking to iterate on for this class. First, some of you have mentioned that the Summon Charged Atronach AoE can occasionally miss targets that are right next to it. To address this, we plan to change the AoE pattern to a single circle instead of 5 small circles. We’ve also seen reports of an issue with Overload where the bound armor can persist even when it’s not on your bar; we’re investigating this issue.
Lastly, we’ve seen some of you mention that the new Rune Prison is quite powerful in PVP - we’re looking at adjusting the cost to help counter this. In addition, we’ve been evaluating the Crystal Shard skill line and its morphs and are planning to make some adjustments. The base stun component is going to be removed from the ability and instead placed on the Crystal Blast morph. This will make the choice between Crystal Fragments and Crystal Blast much more interesting as you are choosing between a CC and AoE damage vs. increased burst damage.
Thanks for taking the time to hop on the PTS and test out the changes so far!
What the hell do you think you're doing? ffs
Oh someone who didn't read the Wrobel comment.
We lost the Free frag CC , we will be obblige to slot rune cage and this one will cost more magicka cause 1 nerf wasn't enough ... either we will lost a defense skill , or a damage skill so ...
@ZOS_Wrobel Removing the stun on Frags and limiting it to only the Crystal Blast morph does nothing but cripple Sorc as a class. Not to be rude, but I will be very blunt here: neither aspect of the reasoning you presented makes any sense whatever in practice.ZOS_Wrobel wrote: »We’d like to touch on a couple things we’re looking to iterate on for this class. First, some of you have mentioned that the Summon Charged Atronach AoE can occasionally miss targets that are right next to it. To address this, we plan to change the AoE pattern to a single circle instead of 5 small circles. We’ve also seen reports of an issue with Overload where the bound armor can persist even when it’s not on your bar; we’re investigating this issue.
Lastly, we’ve seen some of you mention that the new Rune Prison is quite powerful in PVP - we’re looking at adjusting the cost to help counter this. In addition, we’ve been evaluating the Crystal Shard skill line and its morphs and are planning to make some adjustments. The base stun component is going to be removed from the ability and instead placed on the Crystal Blast morph. This will make the choice between Crystal Fragments and Crystal Blast much more interesting as you are choosing between a CC and AoE damage vs. increased burst damage.
Thanks for taking the time to hop on the PTS and test out the changes so far!
Joy_Division wrote: »I think I'm going to stop giving feedback as to what skills are bad because Wrobel believes the solution is to make the skills that are good bad such that choices are appealing.
Or I will resort to childish reverse psychology and claim the skills I like and use are unappealing such that they don;t get nerfed in future patches.
Joy_Division wrote: »I think I'm going to stop giving feedback as to what skills are bad because Wrobel believes the solution is to make the skills that are good bad such that choices are appealing.
Or I will resort to childish reverse psychology and claim the skills I like and use are unappealing such that they don;t get nerfed in future patches.
So what happened in this patch was 2 skills lost its utility (rune cage not being broken with DOTs and CF stun) and people still think sorcerers were buffed somehow.
Similar thing happened with Curse skill before when you gave us a very situational (if not useless) buff all the while making people think its something that makes sorcerers OP.
Joy_Division wrote: »I think I'm going to stop giving feedback as to what skills are bad because Wrobel believes the solution is to make the skills that are good bad such that choices are appealing.
Or I will resort to childish reverse psychology and claim the skills I like and use are unappealing such that they don;t get nerfed in future patches.
RinaldoGandolphi wrote: »Why would your change Crystal Frags like this wha......
Forget it............
Everyone running a sorc knows that you can totally get by without the stun on crystal frags especially with the changes to Rune prison.
Most of the time you wouldn't even hit someone with the frag stun because almost every enemy you encounter uses Miat.
The change will be a nerf yes but it will translate into a increase in success for every average sorc.
As you don't have a cc with frags anymore you will use rune prison right before you dish out that frag into curse explosion and mage's wrath proc.
I see so many sorcs running around using frags on cooldown and failing miserably. It's like trying to hit Assassin's will without a cc before it won't work.
Now there is a good cc so you definitely don't need another cc as you can't double cc someone. (Of course everything's possible in lag )
I know many people will disagree but please sit down for 10 minutes, think about it and then post in this thread again.
And yes remove the stun from incap it's not needed!!
So, please do tell me when I get my new magical 6th ability slot to add Rune Prison on my bar so I can now have the privilege of using two skills to do the work of one - especially when we were just explicitly told Rune Prison will have a cost increase! Sorcs are just being pigeon holed into being forced to run Rune Prison front bar just to have any functional CC. For instance, on DW sorc that means you lose mage light, hit significantly weaker and have to spend more magicka using an extra skill (that Wrobel already said will be made more expensive) on every rotation. And if we're going to get into the strengths of the new Rune Prison - comparing it to Fossilize, what about the fact that DKs also have access to a Frag-like CC from Stone Giant? That one's even instant cast!Everyone running a sorc knows that you can totally get by without the stun on crystal frags especially with the changes to Rune prison.
Most of the time you wouldn't even hit someone with the frag stun because almost every enemy you encounter uses Miat.
The change will be a nerf yes but it will translate into a increase in success for every average sorc.
As you don't have a cc with frags anymore you will use rune prison right before you dish out that frag into curse explosion and mage's wrath proc.
I see so many sorcs running around using frags on cooldown and failing miserably. It's like trying to hit Assassin's will without a cc before it won't work.
Now there is a good cc so you definitely don't need another cc as you can't double cc someone. (Of course everything's possible in lag )
I know many people will disagree but please sit down for 10 minutes, think about it and then post in this thread again.
And yes remove the stun from incap it's not needed!!
Joy_Division wrote: »Everyone running a sorc knows that you can totally get by without the stun on crystal frags especially with the changes to Rune prison.
Most of the time you wouldn't even hit someone with the frag stun because almost every enemy you encounter uses Miat.
The change will be a nerf yes but it will translate into a increase in success for every average sorc.
As you don't have a cc with frags anymore you will use rune prison right before you dish out that frag into curse explosion and mage's wrath proc.
I see so many sorcs running around using frags on cooldown and failing miserably. It's like trying to hit Assassin's will without a cc before it won't work.
Now there is a good cc so you definitely don't need another cc as you can't double cc someone. (Of course everything's possible in lag )
I know many people will disagree but please sit down for 10 minutes, think about it and then post in this thread again.
And yes remove the stun from incap it's not needed!!
That's not the point.
Can a sorc still do their thing and have success? Yeah. But it's a slap in the face to those people whose main is a sorc. It's a class defining skill. One that worked and everyone used. It was strong, but had many counters. It's precisely the type of skills the game needs more of, not less. The nerf was not necessary. Hell, the 10% less damage nerf from the Morrowind patch was also unnecessary and should be reverted.
You come in this thread and tell people not to worry about the nerf because there's something else they can do - you just sound like one of the many people who spam nerf sorcs threads. If it was your class defining skill getting nerfed, you and everybody else telling sorcs "it ain't too bad, deal with it" would NOT just lie down and accept it. Nobody likes nerfs .... except when they happen to someone else's class, then they somehow are understandable and nothing to get worked over about.
More than that, the whole method of nerfing skills we actually use to make the ones we don;t more "appealing" is an absolute asinine way to go about balancing or "improving" a game. Such a procedure should be heartily discouraged and unambiguously denounced. The game will not get better and it's only a matter of time before it's your class that is "balanced" by making the sucky morph the standard.
Being stuck with sucky morphs is why people quit playing to classes and quit playing ESO. For years I put up with loadscreens, lag, bugs, questionable mechanics, apathetic PvP devs, guilds quitting, friends leaving, etc., because at the end of the day, those classes I chose to play and invest my time in were fun, could do some cool things, and sometimes did awesome things that made me feel powerful. Much of this is already gone and any further slippage down the precipice of homogeneity, bad skills, and boring gameplay should be resisted rather than encouraged.