ZOS_GinaBruno wrote: »Hey everyone, just letting you know we've seen this thread and should have an answer for you soon (if it's bugged or working as intended).
Waffennacht wrote: »I guarantee you it's intended, when have they ever just straight up improved a sorc ability?
It's not even just Sorc though. Sorc gets so many nerfs lately yet were still not even worse off than Templar or DK.
I really wish things would go back to the way they used to be. Bolt Escape not having a stacking cost. Shields having 20sec durations. Crystal Frags being able to CC enemies. These made the game fun and allowed for versatility in skill usage and playstyle. Even if reverting those huge nerfs would require something like a cost increase on Bolt Escape it'd be fine.
Casting your shields every 6sec is unfun. The removal of the CC from Crystal Frags ruined what was left of solo DW Sorc - now the only "1vX" you'll manage is just from being lucky enough to fight really bad players who are likely low CP and do not snare, root, debuff, CC, dodge your telegraphed burst, use cost poisons, etc. Sorcs are instead funneled into using Destructive Touch (meaning Destro Staff).... which also means you need the Master Destro, causing you to build a specific way. The cost increase on Bolt Escape makes it so you will burn most of your Magicka to cast Bolt Escape after 1-2 failed casts, since the skill will completely fail to work on many inclines/doorways but still drastically increase the next cast of it for 4sec. This skill is about all Magicka Sorc has left going for it now since snares and Stamina-based burst dmg are so powerful atm.
Same goes for other classes: Cloak being reliable even if the purge was a bit OP, Templar Sweeps WORKING since it used to base itself on camera direction, Blazing Shield builds I hated used to at least be a type of viable build despite maybe needing a small nerf, DK getting their 4+ projectile Wings back, DK passive resource sustain getting adjusted (the "this is a buff if" patch), gap closers working, the old Surge skill, Rune Cage and Agony being 30sec hard CCs, better sustain from Light/Medium armor passives that were nerfed heavily in Morrowind, Trapping Webs becoming a completely useless Stamina skill, DW being viable for Magicka DPS... there are so many more things I could go over.
Nerfing is ofc very necessary in all games when balancing, but why do the nerfs have to entirely destroy playstyles and often hurt the entire class?
Just taking Blazing Shield builds for example: They used to be very effective but were *useless* if not attacked and barely were a threat if they attacked you. The nerf took them from a bit too strong to completely horrible, and made the skill itself especially ineffective for other builds which did not stack purely into Health.
It's always a long list of nerfs whenever there's patch notes
ZOS_GinaBruno wrote: »Hey everyone, just letting you know we've seen this thread and should have an answer for you soon (if it's bugged or working as intended).
you are the best
ZOS_GinaBruno wrote: »Hey everyone, just letting you know we've seen this thread and should have an answer for you soon (if it's bugged or working as intended).
you are the best
Depends on the answer no?
I´m 95% convinced by now that it´s working as intended as capped cp evidently provides the gigantic dmg increase of 10%.
This is most likely due to the fact that cp + petcurse have some weird scaling issues alongside the new petscaling being a flatout nerf instead of the buff that was promised.
I´m 95% convinced by now that it´s working as intended as capped cp evidently provides the gigantic dmg increase of 10%.
This is most likely due to the fact that cp + petcurse have some weird scaling issues alongside the new petscaling being a flatout nerf instead of the buff that was promised.
I´m 95% convinced by now that it´s working as intended as capped cp evidently provides the gigantic dmg increase of 10%.
This is most likely due to the fact that cp + petcurse have some weird scaling issues alongside the new petscaling being a flatout nerf instead of the buff that was promised.
I farmed my 10 pieces of gear for my 1h&S stam build, I think I will farm gold to make it Lengendary quality
People don´t like sorcs.
Sonrcs don´t perform well in nonCP and are getting nerfed further in that scenario.
It´s all an elaborate plan to offer two different game modes: In the end we will only have SORC and NONSORC pvp modes.
Chilly-McFreeze wrote: »
I´m 95% convinced by now that it´s working as intended as capped cp evidently provides the gigantic dmg increase of 10%.
This is most likely due to the fact that cp + petcurse have some weird scaling issues alongside the new petscaling being a flatout nerf instead of the buff that was promised.
I farmed my 10 pieces of gear for my 1h&S stam build, I think I will farm gold to make it Lengendary quality
1h&S stam sorc build that utilizes atronach - what did I miss?
ZOS_GinaBruno wrote: »Hey everyone, just letting you know we've seen this thread and should have an answer for you soon (if it's bugged or working as intended).
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
TBH this is how the game is balanced. If something is weak at maximum CP, it needs buff. If its too strong it needs nerf.
Nothing is really adjusted towards low CP or no CP environment
If Atronach is better than it was before in PVE or PVP with 720CP. It got buffed. Simply as that.
Joy_Division wrote: »Sometimes I just wonder what's going on in the mind of the folks who make these decisions.
This ultimate does cost 200. Not 75. It should have some feel powerful to use. It isn't.