Huge nerf to sorc, there's no two ways about it. Now you need to use streak or rune cage to set up the burst. One of which is difficult to time, the other means you lose a very very valuable skill slot. You're either dropping harness, boundless, conversion, or surge/entropy to run rune cage and losing either of them is gonna hurt your build
This thread is blowing my mind right now.
What "burst" are you using CF to set up?
Curse? Not blockable - don't need to CC the target to set that one up.
Meteor? I'm going to start blocking or misting when I see the telegraph, so I'll be blocking your CF too.
Dawnbreaker? If you're using CF to land your DB, then lol. You've got it backwards.
CF is your burst. If you haven't been using those other CCs to set up and land an unblocked CF then you've been playing Sorc like a pug.
I use streak in exactly that manner, something @Beardimus and I have discussed. I didn't say this like it was something new to CC prior to frags. But calling a proc'ed frag your whole burst is laughable. Perhaps against soft targets, but against good players the extra GCD you save by having the CC attached to frag is 18% of your burst window. With this change if you land curse, frag, combo and the opponent is at 21% health they heal up and you have to reset. Now if I catch you with the combo but don't proc fury I can easily drop a light weave on you and get the kill.
How you can say reducing burst windows by that significant of a margin isn't a huge nerf confuses me.
I'm not a sorc and I don't really care about this nerf, but that doesn't mean it's not big and probably needless
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Lieblingsjunge wrote: »This change was expected, tbh. Sorcerer getting the Templar-Nerfhammer \o/ (I'll always mourn shards). Can't really defend one morph having the best burst - and a direct cc. It basically made Crystal Blast useless. So... they want us to use both morphs, making one a utility morph and one a damage morph. Pretty in-line with previous changes.
Huge nerf to sorc, there's no two ways about it. Now you need to use streak or rune cage to set up the burst. One of which is difficult to time, the other means you lose a very very valuable skill slot. You're either dropping harness, boundless, conversion, or surge/entropy to run rune cage and losing either of them is gonna hurt your build
This thread is blowing my mind right now.
What "burst" are you using CF to set up?
Curse? Not blockable - don't need to CC the target to set that one up.
Meteor? I'm going to start blocking or misting when I see the telegraph, so I'll be blocking your CF too.
Dawnbreaker? If you're using CF to land your DB, then lol. You've got it backwards.
CF is your burst. If you haven't been using those other CCs to set up and land an unblocked CF then you've been playing Sorc like a pug.
I use streak in exactly that manner, something @Beardimus and I have discussed. I didn't say this like it was something new to CC prior to frags. But calling a proc'ed frag your whole burst is laughable. Perhaps against soft targets, but against good players the extra GCD you save by having the CC attached to frag is 18% of your burst window. With this change if you land curse, frag, combo and the opponent is at 21% health they heal up and you have to reset. Now if I catch you with the combo but don't proc fury I can easily drop a light weave on you and get the kill.
How you can say reducing burst windows by that significant of a margin isn't a huge nerf confuses me.
I'm not a sorc and I don't really care about this nerf, but that doesn't mean it's not big and probably needless
Yeah I can see you're confused about Sorc mechanics. Go up a couple of posts and you'll see I agree this change to Frags is pointless and unnecessary. But it's also being blown out of proportion because good Sorc tend to CC before they cast CF so that they can land a unblocked CF and Curse at the same time. There are a lot of mediocre Sorcs making doom and gloom claims in this thread because they tend to sit back in the comfort of a zerg streaking around and just throwing Frags at outnumbered opponents.
Emma_Overload wrote: »Excellent change, now sorcs will be even more powerful in pvp, able to time burst and full range unblockable stun independently and at the appropriate time without wasting one or the other...
This is the only silver lining. It could actually be beneficial to avoid giving cc immunity until your burst is ready.
Chilly-McFreeze wrote: »xiZeroPointix wrote: »Guys i inderstand the skill..but the specifics are unclear. Is frags getting a damage buff due to loosing its cc and does the each of the aoe shards from blast able to stun multiple targets? Maybe reduce the cast time of blast a little would help.
Nah Frags remains as it is now except it loses the CC. Blast stays the same.
#BothMorphsInstantCastIsTheAnswer
Both morphs should NOT have instant cast. Where is snipes instant cast , hmmm? Why does sorc get to have instant cast high damage abilites and no one else? Templar loses damage for instant cast, uppercut has no instant cast, and snipe has no instant cast.
No one in the right mind would use snipe in direct engagements, there are other skills better suited, like PI. Do sorcs have the option to do so or do they depend on frags (bc they are instant sometimes), Hmmmmm?
Joy_Division wrote: »Can someone explain what exactly is the difference between Rune Prison on Live and Rune Prison on the PTS?
From what I recall, Rune Prison is a disorient, which means it cannot be blocked and CCs opponents. Being a disorient the CC stays on the target until it is broken either by a CC break or by direct damage (as per the morph). Since most semi-competant opponents immediate CC breaks stuns, what exactly was the functional difference? I don;t remember if Rune Prison could be dodged, but maybe it couldn't be (petrify for instance was a disorient that could not be dodged, or at least I don't think so).
So on Live right now, sorcs can pretty much auto CC anyone without immunity within 28 meters. Yet just about all sorcerers chose the Defensive rune morph. Before Wrobel decided he had to nerf Crystal Frags, he came to the conclusion the capacity for a sorc to CC anyone without immunity within 28 meters was strong and warranted adjustments ... but couldn't sorcerers already do this? Why were sorcerers going to abandon their previous choice on Live?
Micah_Bayer wrote: »Emma_Overload wrote: »Excellent change, now sorcs will be even more powerful in pvp, able to time burst and full range unblockable stun independently and at the appropriate time without wasting one or the other...
This is the only silver lining. It could actually be beneficial to avoid giving cc immunity until your burst is ready.
Either you're a pver or you don't know what the he'll you're talking about. What the hell are you going to use as a cc to execute your burst with!? Rune cage!?! Lol that is moronic oh wait streak? Give the enemy another 2 seconds to react why don't you. Holy balls the people in this forum saying this is good. Im from beta and this is not good, I won't have some princess pver girl say it is either lol
Ya, only that you are losing a skill slot for it, and on half of fights or more, i'll be able to cc break and dodge before the frag lands cause you are too far away. Terrible change, really.HoloYoitsu wrote: »"instant cast CC that's one of the hardest hitting abilities"...and also the most telegraphed, counterable, avoidable and RNG dependent CC "in the game". I'm sure that part just slipped your mind?Its a nerf; but honestly...It was needed..it could be come an instant cast CC that's one of the hardest hitting abilities in the game.
Though Crystal Blast is still ***....That ability just needs a rework
The whole idea that Frags "needed" to be nerfed is a false narrative to begin with.
Rofl, I play a sorc mate...You're not going to sway me with that ***... The most telegraphed move in the game? Please son... Unless you're a good range away from the Sorc when he cast it you're going to take that Frag to the face most of the time. Range Dependent CC is also a load of crap as well...It procs constantly... enough that you will get it every 8 seconds with the CC immunity.
In all honesty...This is a damn buff in my opinion for the Sorc; You're losing the random CC nature of it but gaining the ability to setup a guaranteed burst combo that screws most of the people in this game over.
No more holding back that crystal frag to line up the CC. Now you just to machine gun that crap out over and over again and every 8 seconds unload a massive burst on someone that's unavoidable.
Idk if you've tested it but: Frags travells slower than Rune Prison. So you go Frags > Rune Prison. There's no CC breaking that in time. Like literally you Frag and then you Rune Prison, the latter hits the target before the former.
The timing requires you to pop off Ruin Prison before proc'd Frags. When you do that with perfect timing, the Frags hits them right as they're finishing standing up in the CC break animation. Since this timing seems so borderline, I remain skeptical how reliable it'll be in Lagrodiil.Emma_Overload wrote: »Ya, only that you are losing a skill slot for it, and on half of fights or more, i'll be able to cc break and dodge before the frag lands cause you are too far away. Terrible change, really.HoloYoitsu wrote: »"instant cast CC that's one of the hardest hitting abilities"...and also the most telegraphed, counterable, avoidable and RNG dependent CC "in the game". I'm sure that part just slipped your mind?Its a nerf; but honestly...It was needed..it could be come an instant cast CC that's one of the hardest hitting abilities in the game.
Though Crystal Blast is still ***....That ability just needs a rework
The whole idea that Frags "needed" to be nerfed is a false narrative to begin with.
Rofl, I play a sorc mate...You're not going to sway me with that ***... The most telegraphed move in the game? Please son... Unless you're a good range away from the Sorc when he cast it you're going to take that Frag to the face most of the time. Range Dependent CC is also a load of crap as well...It procs constantly... enough that you will get it every 8 seconds with the CC immunity.
In all honesty...This is a damn buff in my opinion for the Sorc; You're losing the random CC nature of it but gaining the ability to setup a guaranteed burst combo that screws most of the people in this game over.
No more holding back that crystal frag to line up the CC. Now you just to machine gun that crap out over and over again and every 8 seconds unload a massive burst on someone that's unavoidable.
Idk if you've tested it but: Frags travells slower than Rune Prison. So you go Frags > Rune Prison. There's no CC breaking that in time. Like literally you Frag and then you Rune Prison, the latter hits the target before the former.
I'm skeptical this will work as you describe. In my experience, a procced Frag has a travel time of around 500 ms at medium distance. I think it will land slightly before the Rune Prison. A hard cast Frag might land after the Rune, though.
HoloYoitsu wrote: »The timing requires you to pop off Ruin Prison before proc'd Frags. When you do that with perfect timing, the Frags hits them right as they're finishing standing up in the CC break animation. Since this timing seems so borderline, I remain skeptical how reliable it'll be in Lagrodiil.Emma_Overload wrote: »Ya, only that you are losing a skill slot for it, and on half of fights or more, i'll be able to cc break and dodge before the frag lands cause you are too far away. Terrible change, really.HoloYoitsu wrote: »"instant cast CC that's one of the hardest hitting abilities"...and also the most telegraphed, counterable, avoidable and RNG dependent CC "in the game". I'm sure that part just slipped your mind?Its a nerf; but honestly...It was needed..it could be come an instant cast CC that's one of the hardest hitting abilities in the game.
Though Crystal Blast is still ***....That ability just needs a rework
The whole idea that Frags "needed" to be nerfed is a false narrative to begin with.
Rofl, I play a sorc mate...You're not going to sway me with that ***... The most telegraphed move in the game? Please son... Unless you're a good range away from the Sorc when he cast it you're going to take that Frag to the face most of the time. Range Dependent CC is also a load of crap as well...It procs constantly... enough that you will get it every 8 seconds with the CC immunity.
In all honesty...This is a damn buff in my opinion for the Sorc; You're losing the random CC nature of it but gaining the ability to setup a guaranteed burst combo that screws most of the people in this game over.
No more holding back that crystal frag to line up the CC. Now you just to machine gun that crap out over and over again and every 8 seconds unload a massive burst on someone that's unavoidable.
Idk if you've tested it but: Frags travells slower than Rune Prison. So you go Frags > Rune Prison. There's no CC breaking that in time. Like literally you Frag and then you Rune Prison, the latter hits the target before the former.
I'm skeptical this will work as you describe. In my experience, a procced Frag has a travel time of around 500 ms at medium distance. I think it will land slightly before the Rune Prison. A hard cast Frag might land after the Rune, though.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Lieblingsjunge wrote: »This change was expected, tbh. Sorcerer getting the Templar-Nerfhammer \o/ (I'll always mourn shards). Can't really defend one morph having the best burst - and a direct cc. It basically made Crystal Blast useless. So... they want us to use both morphs, making one a utility morph and one a damage morph. Pretty in-line with previous changes.
Chilly-McFreeze wrote: »xiZeroPointix wrote: »Guys i inderstand the skill..but the specifics are unclear. Is frags getting a damage buff due to loosing its cc and does the each of the aoe shards from blast able to stun multiple targets? Maybe reduce the cast time of blast a little would help.
Nah Frags remains as it is now except it loses the CC. Blast stays the same.
#BothMorphsInstantCastIsTheAnswer
Both morphs should NOT have instant cast. Where is snipes instant cast , hmmm? Why does sorc get to have instant cast high damage abilites and no one else? Templar loses damage for instant cast, uppercut has no instant cast, and snipe has no instant cast.
No one in the right mind would use snipe in direct engagements, there are other skills better suited, like PI. Do sorcs have the option to do so or do they depend on frags (bc they are instant sometimes), Hmmmmm?
Poison injection doesnt have near the damage of snipe. Not even remotely. Sorcs do have other options, many more options in fact, we have snipe and pi, end of story.
You forgot the most important skill. 10m range knockback/disorient
ZOS giveth and ZOS taketh away. Give cc with runecage and take it from crystal. Its good tbh, sorc is strong anyway. Give hardward a few seconds longer duration and remove the shieldstacking and i think the game will be overall more balanced.
I plan to @Derra , as soon as shieldstacking goes away:)
Altho ive been saying that for 2yrs now, its still a thing:/
I plan to @Derra , as soon as shieldstacking goes away:)
Altho ive been saying that for 2yrs now, its still a thing:/
You can always just not stack shields ^^
sorc isn´t competetive to any magica spec for any other class (aside from playing 100% defensive and not dying). Also sorcs not particularly good against stamwarden and HA stamblade.
CatchMeTrolling wrote: »Any skill with a cc that does decent damage should never have a cc anyways, no other game does that and if they do the damage is minuscule.
CatchMeTrolling wrote: »Any skill with a cc that does decent damage should never have a cc anyways, no other game does that and if they do the damage is minuscule.
Exactly, they teach this in Game Designer kindergarten, was Wrobel being home schooled?
Toc de Malsvi wrote: »Joy_Division wrote: »Can someone explain what exactly is the difference between Rune Prison on Live and Rune Prison on the PTS?
From what I recall, Rune Prison is a disorient, which means it cannot be blocked and CCs opponents. Being a disorient the CC stays on the target until it is broken either by a CC break or by direct damage (as per the morph). Since most semi-competant opponents immediate CC breaks stuns, what exactly was the functional difference? I don;t remember if Rune Prison could be dodged, but maybe it couldn't be (petrify for instance was a disorient that could not be dodged, or at least I don't think so).
So on Live right now, sorcs can pretty much auto CC anyone without immunity within 28 meters. Yet just about all sorcerers chose the Defensive rune morph. Before Wrobel decided he had to nerf Crystal Frags, he came to the conclusion the capacity for a sorc to CC anyone without immunity within 28 meters was strong and warranted adjustments ... but couldn't sorcerers already do this? Why were sorcerers going to abandon their previous choice on Live?
Draining Shot is a disorient and it can be blocked. Fairly certain Disorient has nothing to do with being blockable or not.
Joy_Division wrote: »Toc de Malsvi wrote: »Joy_Division wrote: »Can someone explain what exactly is the difference between Rune Prison on Live and Rune Prison on the PTS?
From what I recall, Rune Prison is a disorient, which means it cannot be blocked and CCs opponents. Being a disorient the CC stays on the target until it is broken either by a CC break or by direct damage (as per the morph). Since most semi-competant opponents immediate CC breaks stuns, what exactly was the functional difference? I don;t remember if Rune Prison could be dodged, but maybe it couldn't be (petrify for instance was a disorient that could not be dodged, or at least I don't think so).
So on Live right now, sorcs can pretty much auto CC anyone without immunity within 28 meters. Yet just about all sorcerers chose the Defensive rune morph. Before Wrobel decided he had to nerf Crystal Frags, he came to the conclusion the capacity for a sorc to CC anyone without immunity within 28 meters was strong and warranted adjustments ... but couldn't sorcerers already do this? Why were sorcerers going to abandon their previous choice on Live?
Draining Shot is a disorient and it can be blocked. Fairly certain Disorient has nothing to do with being blockable or not.
Disorients ignore block by design. Make a video of draining shot ignoring block and submit as a bug
Valera Progib wrote: »Wow, that must be a most stupid nerf in the history of ESO... now magsorc has no stun...
I was playing with defensive rune on resto bar for 2 years and now probably it is the only was to stun anyone.
Magsorc in PvP always tries to cast proced frags when enemy is in close range, now this change will completely destroy current magsorc playstyle.
Glad I cancelled my subscription...
Joy_Division wrote: »Toc de Malsvi wrote: »Joy_Division wrote: »Can someone explain what exactly is the difference between Rune Prison on Live and Rune Prison on the PTS?
From what I recall, Rune Prison is a disorient, which means it cannot be blocked and CCs opponents. Being a disorient the CC stays on the target until it is broken either by a CC break or by direct damage (as per the morph). Since most semi-competant opponents immediate CC breaks stuns, what exactly was the functional difference? I don;t remember if Rune Prison could be dodged, but maybe it couldn't be (petrify for instance was a disorient that could not be dodged, or at least I don't think so).
So on Live right now, sorcs can pretty much auto CC anyone without immunity within 28 meters. Yet just about all sorcerers chose the Defensive rune morph. Before Wrobel decided he had to nerf Crystal Frags, he came to the conclusion the capacity for a sorc to CC anyone without immunity within 28 meters was strong and warranted adjustments ... but couldn't sorcerers already do this? Why were sorcerers going to abandon their previous choice on Live?
Draining Shot is a disorient and it can be blocked. Fairly certain Disorient has nothing to do with being blockable or not.
Disorients ignore block by design. Make a video of draining shot ignoring block and submit as a bug
Yeah, but the disorient is applied after knock back so the disorient part there is just to give everyone cc immunity after first DoT
HoloYoitsu wrote: »The timing requires you to pop off Ruin Prison before proc'd Frags. When you do that with perfect timing, the Frags hits them right as they're finishing standing up in the CC break animation. Since this timing seems so borderline, I remain skeptical how reliable it'll be in Lagrodiil.Emma_Overload wrote: »Ya, only that you are losing a skill slot for it, and on half of fights or more, i'll be able to cc break and dodge before the frag lands cause you are too far away. Terrible change, really.HoloYoitsu wrote: »"instant cast CC that's one of the hardest hitting abilities"...and also the most telegraphed, counterable, avoidable and RNG dependent CC "in the game". I'm sure that part just slipped your mind?Its a nerf; but honestly...It was needed..it could be come an instant cast CC that's one of the hardest hitting abilities in the game.
Though Crystal Blast is still ***....That ability just needs a rework
The whole idea that Frags "needed" to be nerfed is a false narrative to begin with.
Rofl, I play a sorc mate...You're not going to sway me with that ***... The most telegraphed move in the game? Please son... Unless you're a good range away from the Sorc when he cast it you're going to take that Frag to the face most of the time. Range Dependent CC is also a load of crap as well...It procs constantly... enough that you will get it every 8 seconds with the CC immunity.
In all honesty...This is a damn buff in my opinion for the Sorc; You're losing the random CC nature of it but gaining the ability to setup a guaranteed burst combo that screws most of the people in this game over.
No more holding back that crystal frag to line up the CC. Now you just to machine gun that crap out over and over again and every 8 seconds unload a massive burst on someone that's unavoidable.
Idk if you've tested it but: Frags travells slower than Rune Prison. So you go Frags > Rune Prison. There's no CC breaking that in time. Like literally you Frag and then you Rune Prison, the latter hits the target before the former.
I'm skeptical this will work as you describe. In my experience, a procced Frag has a travel time of around 500 ms at medium distance. I think it will land slightly before the Rune Prison. A hard cast Frag might land after the Rune, though.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Streak is broken and can snare you. Rune prison - no sorc runs it in solo play, pet stun is only with pet active.Valera Progib wrote: »Wow, that must be a most stupid nerf in the history of ESO... now magsorc has no stun...
I was playing with defensive rune on resto bar for 2 years and now probably it is the only was to stun anyone.
Magsorc in PvP always tries to cast proced frags when enemy is in close range, now this change will completely destroy current magsorc playstyle.
Glad I cancelled my subscription...
I hope you are being sarcastic. Rune prison, streak, pet stun?