King_Thelon wrote: »DuskMarine wrote: »all the info ive posted hasnt once been countered by any logical stuff other than people not wanting their krutch nerfed.DuskMarine wrote: »zaan is perfectly fine
Since bound armor isn´t a toogle anymore, does the increased magicka/stamina carry over to the overload bar?
(Let say you´ve it slotted on your frontbar but not on your overload bar)
It does not carry over. Overload does not carry over anything from your normal bars, only weapon traits like nirnhoned will carry over.
I’m pretty sure traits don’t carry over to overload bar, but that might have changed. I used to play an overload build in vMA when we could stack 1000 ult and I specifically tested that because I didn’t have enough gold for sharpened 1h swords...
Or was it the twin blade and blunt passive that didn’t transfer? I can’t remember, all I remember is that I was doing as much damage with one mace and one axe as someone with two swords iirc.
Ok. Let’s have a look on these best passives in the game.
Rebate - Restore 1452 Magicka if a pet is killed. Very situational and as the base cost of a pet summon is 3495, doesn’t even refund a significant amount of the cost.
Power Stone - Reduce Ultimate cost by 15%. Very strong.
Daedric Protection - Increases health and stam recovery with a Daedric Summoning ability slotted. Nice, but not very powerful (stamSorcs seldom have one of these slotted, and magSorcs mostly run base stamina Regen).
Expert Summoner - increase health by 8% with an active pet. Again, situational, it’s nice on pet builds.
Unholy Knowledge - reduces Magicka and stamina costs of all abilities by 5%. Very good passive considering Alteration gives 6% and is a 5 pc set.
Blood magic - Hitting an enemy with a Dark Magic ability heals for 8% max health. The heal is negligible. Even with 24k health it’s a 1.920 heal before Battle Spirit. It’s not really noticeable.
Persistence - increase the duration of Dark Magic abilities by 20%. Most notably it’s an extra 2 seconds on negate and an extra 6 on mines. Not really awesome.
Exploitation - grants minor prophecy upon activating a dark magic ability. Good for group play as it’s one of the few sources of minor prophecy. However in PvP the worth of extra Spell Crit is not great.
Capacitor - Increase mag recovery by 10%. Good passive.
Energized - increase physical and shock damage by 5%. Good passive.
Implosion - 6% chance when dealing shock or physical damage to disintegrate an opponent while he is under 15% HP, dealing 4372 shock/physical damage. The most hated passive in the game I guess. A random proc execute. It‘s bad design and should be changed to something else that helps the Sorc kit.
Expert Mage - increase weapon and spell damage by 2% for each Sorcerer ability slotted. While that may sound great Sorcs are so tight on bar space (even if you consider overload) that you don’t get that much out of it.
So we have 5 really good passives. Out of 12.
Master Assassin - Increase your weapon and spell damage by 10% while you are sneaking or invisible. Stuns from sneak have a 100% duration increase.
Executioner - restore 1876 Mag or Stam if an enemy dies within 2 seconds of being damaged by an Assassination ability.
Pressure Points - increase weapon and spell crit by 438 for each Assassination ability slotted
Hemorrhage - Increase critical damage done by 10%, dealing critical damage grants you and your group minor savagery.
Refreshing Shadows - increase all recovery by 15%.
Shadow Barrier - casting a shadow ability grants Major Resolve and Major Ward for 6 seconds, duration increased by 25% for every piece of Heavy Armor.
Dark Vigor - Increase Max health by 3% for each shadow ability slotted
Dark Veil - Increase duration of shadow abilities by 15%
Catalyst - gain 20 ultimate after drinking a potion.
Magicka Flood - gain 8% Max Magicka while a siphoning ability is slotted
Soul Siphoner - Increase healing done by 3% for each siphoning ability slotted
Transfer - casting a siphoning ability generates 2 ultimate. 4 second cooldown.
I count at least 9 good ones. Out of 12. But yeah. Nerf Sorcs.
@Derra
I understand what you’re saying, and Ele Drain is sure nice because of the sustain. I can’t find a bar slot for it though and applying it also costs a precious GCD. I agree on DoTs though. Having a DoT viable for PvP would be awesome.
Also, if you’re not running boundless, where do you get Major Expedition from? Speed pots?
DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
See, either the sorc one shot potential needs to go back to previous levels (imo Live server is fine, I can get back into sneak before sorcs can kill me if I play well), or their defenses need to be brought in line with other one shot builds. That's how balance works.
DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
See, either the sorc one shot potential needs to go back to previous levels (imo Live server is fine, I can get back into sneak before sorcs can kill me if I play well), or their defenses need to be brought in line with other one shot builds. That's how balance works.
Do you see anyone defend the proposed changes to Rune Cage? Nobody asked for it, nobody wanted it, and I certainly don’t want it in that form because we will have to pay with nerfs for 3 months of cheesy gameplay fun.
Eat the new cage, because I’m going to shove it so far down every nightblade throat I hope you all choke on it.
Edit: Also I’m sure you are not dying because RC has damage now. It’s the new OL in most cases. Besides, “playing well” getting into Invisibility again means hitting two buttons. “Balanced”.
Edit 2: Also landing your combo properly will kill the Sorc because he is CCed and his shield is down. Anything else is just asking for cheap(er) kills.
DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
See, either the sorc one shot potential needs to go back to previous levels (imo Live server is fine, I can get back into sneak before sorcs can kill me if I play well), or their defenses need to be brought in line with other one shot builds. That's how balance works.
Do you see anyone defend the proposed changes to Rune Cage? Nobody asked for it, nobody wanted it, and I certainly don’t want it in that form because we will have to pay with nerfs for 3 months of cheesy gameplay fun.
To quote a certain person in another thread (not gonna name & shame tho):Eat the new cage, because I’m going to shove it so far down every nightblade throat I hope you all choke on it.Edit: Also I’m sure you are not dying because RC has damage now. It’s the new OL in most cases. Besides, “playing well” getting into Invisibility again means hitting two buttons. “Balanced”.
Overload is insane burst, but all of it is dodgeable (you can't really land it with Rune Cage). What kills non-tank builds is Rune Cage+Frags (or Rune Cage+Force Pulse even), or just Rune Cage+Curse which now pulls you to Implosion/Fury range and results in an instant, unavoidable death if you're not on a high health tank build.
Tested on PTS dozens of different variations.
"Playing well" btw means avoiding streaks/det pots with good movement, spacing out your cloaks/dodge rolls properly (high damage=not infinite sustain) & actually knowing how stealth works and when you're able to go back into sneak (and not get stuck in combat). It is far from easy and most "gank builds" I meet fail at it.Edit 2: Also landing your combo properly will kill the Sorc because he is CCed and his shield is down. Anything else is just asking for cheap(er) kills.
Nope, landing my full combo gets through one shield & deals maybe 2-3k damage, after which I need to get through 18k'ish health pool with Bombard & Light Attacks before Sorcerer CC breaks & recasts shield(s).
Two shields stacked & the whole combo (that can instagib 25k health 7 impen heavy armor builds on PTS btw) doesn't even reach the health bar of a sorcerer.
DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
See, either the sorc one shot potential needs to go back to previous levels (imo Live server is fine, I can get back into sneak before sorcs can kill me if I play well), or their defenses need to be brought in line with other one shot builds. That's how balance works.
Do you see anyone defend the proposed changes to Rune Cage? Nobody asked for it, nobody wanted it, and I certainly don’t want it in that form because we will have to pay with nerfs for 3 months of cheesy gameplay fun.
To quote a certain person in another thread (not gonna name & shame tho):Eat the new cage, because I’m going to shove it so far down every nightblade throat I hope you all choke on it.Edit: Also I’m sure you are not dying because RC has damage now. It’s the new OL in most cases. Besides, “playing well” getting into Invisibility again means hitting two buttons. “Balanced”.
Overload is insane burst, but all of it is dodgeable (you can't really land it with Rune Cage). What kills non-tank builds is Rune Cage+Frags (or Rune Cage+Force Pulse even), or just Rune Cage+Curse which now pulls you to Implosion/Fury range and results in an instant, unavoidable death if you're not on a high health tank build.
Tested on PTS dozens of different variations.
"Playing well" btw means avoiding streaks/det pots with good movement, spacing out your cloaks/dodge rolls properly (high damage=not infinite sustain) & actually knowing how stealth works and when you're able to go back into sneak (and not get stuck in combat). It is far from easy and most "gank builds" I meet fail at it.Edit 2: Also landing your combo properly will kill the Sorc because he is CCed and his shield is down. Anything else is just asking for cheap(er) kills.
Nope, landing my full combo gets through one shield & deals maybe 2-3k damage, after which I need to get through 18k'ish health pool with Bombard & Light Attacks before Sorcerer CC breaks & recasts shield(s).
Two shields stacked & the whole combo (that can instagib 25k health 7 impen heavy armor builds on PTS btw) doesn't even reach the health bar of a sorcerer.
If you don’t time your burst then it’s not landing your combo properly. That’s like hitting a block casting Templar without using CC and complaining that all the damage is soaked up. StamBlades complaining about Sorcs in 2018. Wow.
DuskMarine wrote: »DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
no actually thats not the issue ive tested it. your "ONE DEFENSE" is not a whining topic its tested to be overperforming. if you can tank a mechanic that is meant to kill you in one shot if your not speced to be a tank there is an issue with it. there was even one point where i tested it against a buddy of mines nightblade i had a 9k shield that ate a 14k lethal arrow like it was dirt. whether that was a bug or what i dont know. but they need to be nerfed alot more than 10% a whole lot more than 10% they need taken down about 50%. wards are litterally to powerful.
Not having played on the pts, but lookin gat the changes, I'm of the view that sorc got quite a big buff(especially my playstyle).
I'm not gonna argue their pro's/cons vs other classes - I'm just gonna enjoy it while it lasts.
Not having played on the pts, but lookin gat the changes, I'm of the view that sorc got quite a big buff(especially my playstyle).
I'm not gonna argue their pro's/cons vs other classes - I'm just gonna enjoy it while it lasts.
That’s shortsighted. You know what’s going to happen if it goes live that way.
Emma_Overload wrote: »I can't believe what I'm hearing!
You guys know that if they re-nerf Rune Cage before Summerset goes live, there's no guarantee whatsoever that they'll give us anything in exchange? People are going to complain about Sorcs and beg for nerfs no matter what goes live. I say we "let it ride" and see where the meta takes us.
"A bird (or buff) in the hand is worth two in the bush"
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
Emma_Overload wrote: »I can't believe what I'm hearing!
You guys know that if they re-nerf Rune Cage before Summerset goes live, there's no guarantee whatsoever that they'll give us anything in exchange? People are going to complain about Sorcs and beg for nerfs no matter what goes live. I say we "let it ride" and see where the meta takes us.
"A bird (or buff) in the hand is worth two in the bush"
I don’t want a buff like that because I’d lose all credibility when I want balance changes for other classes. People will complain hard if it goes live like that. And rightfully so. Or would you enjoy playing against Mass Hysteria giving 5k damage you can’t avoid?
Emma_Overload wrote: »I can't believe what I'm hearing!
You guys know that if they re-nerf Rune Cage before Summerset goes live, there's no guarantee whatsoever that they'll give us anything in exchange? People are going to complain about Sorcs and beg for nerfs no matter what goes live. I say we "let it ride" and see where the meta takes us.
"A bird (or buff) in the hand is worth two in the bush"
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
The sorc dies in one shot if you land your combo properly.
The issue you take is that the sorc does not die while they actively defend against it - yet you do because your defense gets countered.
The problem with that approach is that your high dmg build combos from invisibility in which you can spend infinite amounts of time - contrary to sorc burst which is highly telegraphed and the sorc is visibible from beginning for a period of atleast 5s for the whole combo (countercc works here and you will not die).
Emma_Overload wrote: »I can't believe what I'm hearing!
You guys know that if they re-nerf Rune Cage before Summerset goes live, there's no guarantee whatsoever that they'll give us anything in exchange? People are going to complain about Sorcs and beg for nerfs no matter what goes live. I say we "let it ride" and see where the meta takes us.
"A bird (or buff) in the hand is worth two in the bush"
I don’t want a buff like that because I’d lose all credibility when I want balance changes for other classes. People will complain hard if it goes live like that. And rightfully so. Or would you enjoy playing against Mass Hysteria giving 5k damage you can’t avoid?
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
And that would allow for more counterplay, since light armor warded folks don't care much about being Breached/Fractured anyways and Frags can be dodged by medium builds that are alert. While heavy armor S&B builds already block 15% more damage from projectiles due to S&B passive, so they care very little. It'd only really marginally help against block holders by buffing the damage our DoTs do.
But then again I'm not responsible for balance.
I would personally gladly give up the damage on Rune Cage altogether in exchange for buffing Frags back up to 20% and giving them a debuff like Warden's got Major Breach on Fissure. God knows we're entirely lacking in debuffs as a class.
Runecage in it´s current form on live isn´t good enough. The skill needs something or it won´t get used. It just doesn´t need unavoidable direct dmg.
DuskMarine wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Sorcerer combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_GinaBruno honestly in the sorc department the only thing that needs nerfed is shields thats it if you bring those in line more than 10% sorcs would be fine. what makes them overperform alot is shields alot of people can disagree but ive tested multiple times. having that shield makes all the difference in pve and pvp. a shield can make you basically god to almost all mechanics and most attacks in pvp
Honestly the people whining about our one defense mechanic are the only thing that needs to be adjusted.
The biggest whiners tend to be nightblades, because we don’t die in one shot.
Alright, why don't you try to explain why it's "balanced" that a sorcerer can one shot me (a high damage stamblade build) at any time now thanks to the undodgeable 10k tooltip Rune Cage, but it's not ok for the sorcerer to die in one shot in return when I land my combo properly?
See, either the sorc one shot potential needs to go back to previous levels (imo Live server is fine, I can get back into sneak before sorcs can kill me if I play well), or their defenses need to be brought in line with other one shot builds. That's how balance works.