Murador178 wrote: »Joy_Division wrote: »I find it amusing that every PTS cycle, Duke gets up in arms about something.
This patch: sorcs and rune cage
Last patch: DKs
Patch before: Block cost
One of these patches I suppose it will be stam NBs
For clarity: I do think the Rune Cage change is silly. I also think ZoS should have never changed Fossilize. That skill is almost as ridiculous.
Duke is fighting in a holy war against rune cage. So Duke is most of the times right
- atleast this time
I will be his first inquisitor.
The problem is more along the lines of: Is Runecage too good or is medium armor - or stamina without defensive sets too bad?
The change does not seem over the top against mDK, magplar, mNB and finally allows to kill other sorcs - or am i wrong with this?
How do stambuilds fare against magDK, magNB and magPlar?
Also it seems to be the case that prettymuch everyone testing is running some very dueling metaish setup on their sorcs. Caluurion Necro Shadowrend. Necro shackle shadowrend. Everything revolves around max dmg setups 1v1 setups (not really suprising given you can only realisticly test 1v1). But is pure 1v1 relevant for open world/bg fights?Well, I'd like to think I'm good at finding out balance problems :P
You are - but you´re also an absolute bigot when adressing them as you only deem them "problems" if they affect your personal enjoyment of the game.
Those that benefit you - you´re defending pretty adamantly.
But what we've got at the moment is what we've got when it comes to stealth oriented playstyles.
But can you really blame sorc players for the same approach in getting a vaible dmg combo again that´s not died to masterweapons though?
It´s the same issue you have with NB - outside of 1 build it´s clearly underperforming on live. Which is why non meta builds will adamantly defend buffs for them.
Since when has a classic sorc (since those are who benefit from Rune Cage dealing damage) been a non-meta build? After rollerblades, sorcs are likely the most popular class in Cyrodiil & they all play practically the same build (or the same playstyle at the very least).
Which specific non-meta build is the Rune Cage change tailored towards?
Look, if ZOS was buffing let's say block/healing oriented sorc builds (which they are, with other changes in this patch) with the Rune Cage change you'd have a point - but they aren't. This change is making the current meta sorc builds stronger - too strong against any non-tank build.
Also, it's a leap to compare an entire playstyle (i.e. stealth oriented builds) to one single CC on your bar. Just saying.
On sorc nonmeta starts somewhere completely different than for nb (because you don´t have options to begin with).
No masterstaff is currently nonmeta for sorc on live (and not competetive).
DW sorc.
Non annulment builds.
The main target being sorcs without masterstaff - those aren´t meta and can´t compete with masterstaff.
Sure they can:
https://youtu.be/DCHSKRqUodQ
If you mean that Master Destro is BiS for the current meta sorc playstyles then sure, you're right. Just like sets such as Bone Pirate/Shacklebreaker are BiS for rollerblades, or how Asylum Bow is BiS for a bow build.
You're talking itemization, not ability balance.It´s not really a leap to compare that imo. You´re coming from the class with literally the highest build diversity in the game for magica and stamina. Not every class has the luxury of that many options.
...and I'd love to see more build diversity, not less (which is what Rune Cage change is going to cause). You don't buff build diversity by buffing skills that are used (or will be used) by meta builds.
But what we've got at the moment is what we've got when it comes to stealth oriented playstyles.
But can you really blame sorc players for the same approach in getting a vaible dmg combo again that´s not died to masterweapons though?
It´s the same issue you have with NB - outside of 1 build it´s clearly underperforming on live. Which is why non meta builds will adamantly defend buffs for them.
Since when has a classic sorc (since those are who benefit from Rune Cage dealing damage) been a non-meta build? After rollerblades, sorcs are likely the most popular class in Cyrodiil & they all play practically the same build (or the same playstyle at the very least).
Which specific non-meta build is the Rune Cage change tailored towards?
Look, if ZOS was buffing let's say block/healing oriented sorc builds (which they are, with other changes in this patch) with the Rune Cage change you'd have a point - but they aren't. This change is making the current meta sorc builds stronger - too strong against any non-tank build.
Also, it's a leap to compare an entire playstyle (i.e. stealth oriented builds) to one single CC on your bar. Just saying.
On sorc nonmeta starts somewhere completely different than for nb (because you don´t have options to begin with).
No masterstaff is currently nonmeta for sorc on live (and not competetive).
DW sorc.
Non annulment builds.
The main target being sorcs without masterstaff - those aren´t meta and can´t compete with masterstaff.
Sure they can:
https://youtu.be/DCHSKRqUodQ
If you mean that Master Destro is BiS for the current meta sorc playstyles then sure, you're right. Just like sets such as Bone Pirate/Shacklebreaker are BiS for rollerblades, or how Asylum Bow is BiS for a bow build.
You're talking itemization, not ability balance.It´s not really a leap to compare that imo. You´re coming from the class with literally the highest build diversity in the game for magica and stamina. Not every class has the luxury of that many options.
...and I'd love to see more build diversity, not less (which is what Rune Cage change is going to cause). You don't buff build diversity by buffing skills that are used (or will be used) by meta builds.
Your second statement is flatout wrong. It will get used by meta builds aswell - but it also enables non meta builds. It´s inevitable that abilities get used on both.
Itemisation is tied to ability balance by having ability altering weapons and having classes 100% dependant on certain weapon loadouts (this gets broken up by buffing abilites that relief these issues).
You could have linked a picture of a trashcan and it would have had the same credibility as an overload ganksorc. That builds doesn´t work against anything with ears because contrary to snipe overload has a clearcut audiocue instantly when fired and no cc from sneak.
Emma_Overload wrote: »LOL, I hope when ZOS reads this thread, they take into account how hyperbolic people get when discussing Sorcs...
Yeah the damage on the new Rune Cage is significant, but I just don't think its going to be as big a deal as folks here are saying.
I see comments here talking about Curse tooltips of 16-17K! C'mon man, none of the meta Sorc builds have tooltips like that, they're more like 12-13K range. If you're measuring Rune Cage tooltips with unrealistic builds on the PTS, no wonder you think the damage is over the top.
Emma_Overload wrote: »LOL, I hope when ZOS reads this thread, they take into account how hyperbolic people get when discussing Sorcs...
Yeah the damage on the new Rune Cage is significant, but I just don't think its going to be as big a deal as folks here are saying.
I see comments here talking about Curse tooltips of 16-17K! C'mon man, none of the meta Sorc builds have tooltips like that, they're more like 12-13K range. If you're measuring Rune Cage tooltips with unrealistic builds on the PTS, no wonder you think the damage is over the top.
[
Got any examples of such non meta builds? Because I don't see how getting 9-10k extra tooltip burst from undodgeable/blockable ability would enable any underlying non-meta build.
Also, it's not inevitable to see abilities get used on both non-meta & meta builds when they receive buffs. Take Crystal Blast for example: no meta sorc would ever use that ability, yet it's BiS for Overload one shot builds.
ZOS could buff Boundless Storm or Liquid Lightning, yet most meta sorc builds wouldn't have bar space for those and so on.
Buff a CC like Rune Cage however by making it better than any other alternative out there & you only replace the CC every sorc build uses with a new one. In the end, you don't create more non-meta builds: you turn current non-meta builds into meta builds, which is even worse.Itemisation is tied to ability balance by having ability altering weapons and having classes 100% dependant on certain weapon loadouts (this gets broken up by buffing abilites that relief these issues).
Nothing wrong with that imo, it's a MMORPG - gear should matter. In fact, I think it should matter much more than it currently does - there should be more ability altering weapons & armor even to make things interesting.You could have linked a picture of a trashcan and it would have had the same credibility as an overload ganksorc. That builds doesn´t work against anything with ears because contrary to snipe overload has a clearcut audiocue instantly when fired and no cc from sneak.
If that were true people wouldn't be getting killed by it & no videos like the one I linked would exist. You don't need CC from sneak attack since you get it from Crystal Blast (which is not that hard to cast+land when invisible btw).
Honest question: do you think Asylum Snipe builds kill everyone they want? No, you have to pick your targets carefully & be sure you can burst them down.
One shot builds have their limitations (as they should). Doesn't mean they aren't effective when used properly.
Murador178 wrote: »Murador178 wrote: »Joy_Division wrote: »I find it amusing that every PTS cycle, Duke gets up in arms about something.
This patch: sorcs and rune cage
Last patch: DKs
Patch before: Block cost
One of these patches I suppose it will be stam NBs
For clarity: I do think the Rune Cage change is silly. I also think ZoS should have never changed Fossilize. That skill is almost as ridiculous.
Duke is fighting in a holy war against rune cage. So Duke is most of the times right
- atleast this time
I will be his first inquisitor.
The problem is more along the lines of: Is Runecage too good or is medium armor - or stamina without defensive sets too bad?
The change does not seem over the top against mDK, magplar, mNB and finally allows to kill other sorcs - or am i wrong with this?
How do stambuilds fare against magDK, magNB and magPlar?
Also it seems to be the case that prettymuch everyone testing is running some very dueling metaish setup on their sorcs. Caluurion Necro Shadowrend. Necro shackle shadowrend. Everything revolves around max dmg setups 1v1 setups (not really suprising given you can only realisticly test 1v1). But is pure 1v1 relevant for open world/bg fights?Well, I'd like to think I'm good at finding out balance problems :P
You are - but you´re also an absolute bigot when adressing them as you only deem them "problems" if they affect your personal enjoyment of the game.
Those that benefit you - you´re defending pretty adamantly.
tbh medium armor wont exist after this patch anyways. AND its not runecage(ofc instadieing vs any sorc that can press 3 button in the right order isnt cool) - the dmg increase this patch alone makes outhealing damage with vigor/rallye and low resists not viable - sets like sloads dont help either to survive with a rollbuild bc it will always tick on roll. I tried playing a stamplar on the pts - ravager, bonepirate, vdsa bow, defensive monster set (bloodspawn, tk). There is just no way to fight any decent player with that. So I relogged my sorc ( I didnt loose a single fight out of 10-20 vs stamplars on the pts). Even stamblades wont run medium this patch. Its probably time for heavy impreg+ sload+ trollking with infused obilivion dmg echant.
The joke about shackle shadowrend necro is: its with a magicka return infused glyph and gold food and maybe 1 stam reg glyph a very viable openworld build. So maybe twillight will be used more openeworld when the obilivion dmg meta estabilish. Sload is a set very unhealthy for the game since it will be stronger as shieldbreaker but working vs ANY class and setup. So aslong magicka builds dont get adapted i will gladly slot sloads on my stambuilds and maybe run the first time on my builds the snb reflect.
About sorcs being non meta on the life server: mSorc is probably the 2nd most played spec for 1vX on the EU PC megaserver. So i heard from a player that switched from NA that their are almost no sorcs left anymore. That probably explains why i didnt run in strong NA sorc palyers on the pts - while there are a ton of strong sorc on EU like @Derra , @Malcolm24 , @LegendaryMage , @Hexys , @frostbreeze , @FrostSoul , @Fasold666 and so on. Sorc aka pet sorc is also the strongest spec for dueling on the life servers at the moment(comparing ur openworld sorc to the legion/fury/tk no regen mass bleeds stam build makes no sense ).
Itemisation is tied to ability balance by having ability altering weapons and having classes 100% dependant on certain weapon loadouts (this gets broken up by buffing abilites that relief these issues).
Nothing wrong with that imo, it's a MMORPG - gear should matter. In fact, I think it should matter much more than it currently does - there should be more ability altering weapons & armor even to make things interesting.
[
Got any examples of such non meta builds? Because I don't see how getting 9-10k extra tooltip burst from undodgeable/blockable ability would enable any underlying non-meta build.
Also, it's not inevitable to see abilities get used on both non-meta & meta builds when they receive buffs. Take Crystal Blast for example: no meta sorc would ever use that ability, yet it's BiS for Overload one shot builds.
ZOS could buff Boundless Storm or Liquid Lightning, yet most meta sorc builds wouldn't have bar space for those and so on.
Buff a CC like Rune Cage however by making it better than any other alternative out there & you only replace the CC every sorc build uses with a new one. In the end, you don't create more non-meta builds: you turn current non-meta builds into meta builds, which is even worse.Itemisation is tied to ability balance by having ability altering weapons and having classes 100% dependant on certain weapon loadouts (this gets broken up by buffing abilites that relief these issues).
Nothing wrong with that imo, it's a MMORPG - gear should matter. In fact, I think it should matter much more than it currently does - there should be more ability altering weapons & armor even to make things interesting.You could have linked a picture of a trashcan and it would have had the same credibility as an overload ganksorc. That builds doesn´t work against anything with ears because contrary to snipe overload has a clearcut audiocue instantly when fired and no cc from sneak.
If that were true people wouldn't be getting killed by it & no videos like the one I linked would exist. You don't need CC from sneak attack since you get it from Crystal Blast (which is not that hard to cast+land when invisible btw).
Honest question: do you think Asylum Snipe builds kill everyone they want? No, you have to pick your targets carefully & be sure you can burst them down.
One shot builds have their limitations (as they should). Doesn't mean they aren't effective when used properly.
Resto/resto, Resto/1h&Shield (both also tied to psijic).
Why would a current meta build not have space for boundless/LL if it were to be buffed but has space for runecage?
Is runecage really better than all alternatives given you need an extra slot of barspace? What are the alternatives in the first place. Masterreach and?
Having played both asylumsnipe and overload (albeit in homestead with 2p kena and normal frag still ccing) - they´re not comparable at all against decent players. Overload is 100% gonna get dodged due to different soundcues. The snipe is going to hit - especially next patch with access to an undodgeable sneakstun (that´s btw way worse than cage for nontank builds).
Admittedly i didn´t artifically limit my asylumsnipe build by going bow bow - i went bow 2h still hit 22k+ snipes and had decent healing + could utilize speedpots.
It´s really strong.
Posting a video proves essentially nothing. You can always find players in cyrodiil that are halfafk or worse than npcs at playing the game if you search long enough.
Virtually anything becomes vaible in that regard. I could make an awesome skoria oblivions foe dotsorc nonshield build video if i´d want to spent time on that.
There is no point obviously promoting bad builds if you can´t sell the items of those builds but well
Murador178 wrote: »Murador178 wrote: »Joy_Division wrote: »I find it amusing that every PTS cycle, Duke gets up in arms about something.
This patch: sorcs and rune cage
Last patch: DKs
Patch before: Block cost
One of these patches I suppose it will be stam NBs
For clarity: I do think the Rune Cage change is silly. I also think ZoS should have never changed Fossilize. That skill is almost as ridiculous.
Duke is fighting in a holy war against rune cage. So Duke is most of the times right
- atleast this time
I will be his first inquisitor.
The problem is more along the lines of: Is Runecage too good or is medium armor - or stamina without defensive sets too bad?
The change does not seem over the top against mDK, magplar, mNB and finally allows to kill other sorcs - or am i wrong with this?
How do stambuilds fare against magDK, magNB and magPlar?
Also it seems to be the case that prettymuch everyone testing is running some very dueling metaish setup on their sorcs. Caluurion Necro Shadowrend. Necro shackle shadowrend. Everything revolves around max dmg setups 1v1 setups (not really suprising given you can only realisticly test 1v1). But is pure 1v1 relevant for open world/bg fights?Well, I'd like to think I'm good at finding out balance problems :P
You are - but you´re also an absolute bigot when adressing them as you only deem them "problems" if they affect your personal enjoyment of the game.
Those that benefit you - you´re defending pretty adamantly.
tbh medium armor wont exist after this patch anyways. AND its not runecage(ofc instadieing vs any sorc that can press 3 button in the right order isnt cool) - the dmg increase this patch alone makes outhealing damage with vigor/rallye and low resists not viable - sets like sloads dont help either to survive with a rollbuild bc it will always tick on roll. I tried playing a stamplar on the pts - ravager, bonepirate, vdsa bow, defensive monster set (bloodspawn, tk). There is just no way to fight any decent player with that. So I relogged my sorc ( I didnt loose a single fight out of 10-20 vs stamplars on the pts). Even stamblades wont run medium this patch. Its probably time for heavy impreg+ sload+ trollking with infused obilivion dmg echant.
The joke about shackle shadowrend necro is: its with a magicka return infused glyph and gold food and maybe 1 stam reg glyph a very viable openworld build. So maybe twillight will be used more openeworld when the obilivion dmg meta estabilish. Sload is a set very unhealthy for the game since it will be stronger as shieldbreaker but working vs ANY class and setup. So aslong magicka builds dont get adapted i will gladly slot sloads on my stambuilds and maybe run the first time on my builds the snb reflect.
About sorcs being non meta on the life server: mSorc is probably the 2nd most played spec for 1vX on the EU PC megaserver. So i heard from a player that switched from NA that their are almost no sorcs left anymore. That probably explains why i didnt run in strong NA sorc palyers on the pts - while there are a ton of strong sorc on EU like @Derra , @Malcolm24 , @LegendaryMage , @Hexys , @frostbreeze , @FrostSoul , @Fasold666 and so on. Sorc aka pet sorc is also the strongest spec for dueling on the life servers at the moment(comparing ur openworld sorc to the legion/fury/tk no regen mass bleeds stam build makes no sense ).
The really good Sorcs on NA re-rolled stamina warden... I rarely see @Irylia or the others running Sorc anymore. There are a few decent players left who hang on to magsorc stubbornly, EP crowned a sorc Emperor like, yesterday. The 1vX crowd has moved on, it’s easier and more effective to do with other classes.
People who complain about shield stacking this patch haven’t seen the damage you can do now. You can run around deleting people with light attacks FFS. The sload set has a 90% uptime, it’s buffed by thaumaturge, and every tick breaks cloak.
It’s insane, and I think you’ll find that PVP as everyone knows it is completely gone. I don’t see how solo play will survive when 2 guys stomp you into the dirt in three seconds with light attacks and oblivion damage. If there’s anyone left playing this game after the next patch, please turn the lights out after you leave too.
...you haven't played the viable overload build then.
See, you shouldn't pick Crystal Frags morph because those have a much faster travel time than Overload which makes the Frag land first, long before your two Overload LAs hit.
With Blast however, the two Overload LAs land at the same time with the Crystal Blast stun, making them unavoidable.
Because every viable meta build requires a CC & would naturally slot the strongest one available, where as Boundless/LL are more like supplementary skills that aren't necessary for core performance of a build, but can add a fun twist to how a build plays. Or could, if they were more viable (though I do see some people run Boundless, I don't personally agree it's worth a skill slot).
Correction, what most 1vX videos are about: you can actually kill even skilled players in a 1vX scenario if you hit them from stealth with enough burst, which is one thing I like about those stealth oriented builds.
Playing a build designed for healing or healing/tanking - why would you expect to be entitled to higher kill potential on such builds?
Joy_Division wrote: »Murador178 wrote: »Murador178 wrote: »Joy_Division wrote: »I find it amusing that every PTS cycle, Duke gets up in arms about something.
This patch: sorcs and rune cage
Last patch: DKs
Patch before: Block cost
One of these patches I suppose it will be stam NBs
For clarity: I do think the Rune Cage change is silly. I also think ZoS should have never changed Fossilize. That skill is almost as ridiculous.
Duke is fighting in a holy war against rune cage. So Duke is most of the times right
- atleast this time
I will be his first inquisitor.
The problem is more along the lines of: Is Runecage too good or is medium armor - or stamina without defensive sets too bad?
The change does not seem over the top against mDK, magplar, mNB and finally allows to kill other sorcs - or am i wrong with this?
How do stambuilds fare against magDK, magNB and magPlar?
Also it seems to be the case that prettymuch everyone testing is running some very dueling metaish setup on their sorcs. Caluurion Necro Shadowrend. Necro shackle shadowrend. Everything revolves around max dmg setups 1v1 setups (not really suprising given you can only realisticly test 1v1). But is pure 1v1 relevant for open world/bg fights?Well, I'd like to think I'm good at finding out balance problems :P
You are - but you´re also an absolute bigot when adressing them as you only deem them "problems" if they affect your personal enjoyment of the game.
Those that benefit you - you´re defending pretty adamantly.
tbh medium armor wont exist after this patch anyways. AND its not runecage(ofc instadieing vs any sorc that can press 3 button in the right order isnt cool) - the dmg increase this patch alone makes outhealing damage with vigor/rallye and low resists not viable - sets like sloads dont help either to survive with a rollbuild bc it will always tick on roll. I tried playing a stamplar on the pts - ravager, bonepirate, vdsa bow, defensive monster set (bloodspawn, tk). There is just no way to fight any decent player with that. So I relogged my sorc ( I didnt loose a single fight out of 10-20 vs stamplars on the pts). Even stamblades wont run medium this patch. Its probably time for heavy impreg+ sload+ trollking with infused obilivion dmg echant.
The joke about shackle shadowrend necro is: its with a magicka return infused glyph and gold food and maybe 1 stam reg glyph a very viable openworld build. So maybe twillight will be used more openeworld when the obilivion dmg meta estabilish. Sload is a set very unhealthy for the game since it will be stronger as shieldbreaker but working vs ANY class and setup. So aslong magicka builds dont get adapted i will gladly slot sloads on my stambuilds and maybe run the first time on my builds the snb reflect.
About sorcs being non meta on the life server: mSorc is probably the 2nd most played spec for 1vX on the EU PC megaserver. So i heard from a player that switched from NA that their are almost no sorcs left anymore. That probably explains why i didnt run in strong NA sorc palyers on the pts - while there are a ton of strong sorc on EU like @Derra , @Malcolm24 , @LegendaryMage , @Hexys , @frostbreeze , @FrostSoul , @Fasold666 and so on. Sorc aka pet sorc is also the strongest spec for dueling on the life servers at the moment(comparing ur openworld sorc to the legion/fury/tk no regen mass bleeds stam build makes no sense ).
The really good Sorcs on NA re-rolled stamina warden... I rarely see @Irylia or the others running Sorc anymore. There are a few decent players left who hang on to magsorc stubbornly, EP crowned a sorc Emperor like, yesterday. The 1vX crowd has moved on, it’s easier and more effective to do with other classes.
People who complain about shield stacking this patch haven’t seen the damage you can do now. You can run around deleting people with light attacks FFS. The sload set has a 90% uptime, it’s buffed by thaumaturge, and every tick breaks cloak.
It’s insane, and I think you’ll find that PVP as everyone knows it is completely gone. I don’t see how solo play will survive when 2 guys stomp you into the dirt in three seconds with light attacks and oblivion damage. If there’s anyone left playing this game after the next patch, please turn the lights out after you leave too.
Frag nerf and having to run a Master destro has sucked a lot of fun out of playing the class, let alone its effectiveness. As if sorcerers already didn;t have the least build variety before, now they're all doing that same boring reach combo or cage-meteor "you can't defend against this" combo.
I'd rather play a worse class that's at least interesting.
...you haven't played the viable overload build then.
See, you shouldn't pick Crystal Frags morph because those have a much faster travel time than Overload which makes the Frag land first, long before your two Overload LAs hit.
With Blast however, the two Overload LAs land at the same time with the Crystal Blast stun, making them unavoidable.
Because every viable meta build requires a CC & would naturally slot the strongest one available, where as Boundless/LL are more like supplementary skills that aren't necessary for core performance of a build, but can add a fun twist to how a build plays. Or could, if they were more viable (though I do see some people run Boundless, I don't personally agree it's worth a skill slot).
Correction, what most 1vX videos are about: you can actually kill even skilled players in a 1vX scenario if you hit them from stealth with enough burst, which is one thing I like about those stealth oriented builds.
Playing a build designed for healing or healing/tanking - why would you expect to be entitled to higher kill potential on such builds?
Can you please stop butchering posts into fragments that makes it absolutely impossible to reply?
No it´s not the vaible overload builds - because your victim gets an adiocue the second overload is fire. You dodge or block and there is no CC happening. They´re not unavoidable contrary to asylumsnipe.
The old fragment stun synergised better with it bc it would stun earlier giving less reaction time to the overload soundcue.
Every build requires a cc. How can you even say that a cc that does not bind you to 1 weapon + 1 setchoice does reduce build variety or pushes people towards meta builds...
Yeah i get that you like to kill people without actually having to fight them. Because - having played it myself - that´s what it boils down to.
Higher kill potential than what? What´s your point of reference here?
Joy_Division wrote: »Murador178 wrote: »Murador178 wrote: »Joy_Division wrote: »I find it amusing that every PTS cycle, Duke gets up in arms about something.
This patch: sorcs and rune cage
Last patch: DKs
Patch before: Block cost
One of these patches I suppose it will be stam NBs
For clarity: I do think the Rune Cage change is silly. I also think ZoS should have never changed Fossilize. That skill is almost as ridiculous.
Duke is fighting in a holy war against rune cage. So Duke is most of the times right
- atleast this time
I will be his first inquisitor.
The problem is more along the lines of: Is Runecage too good or is medium armor - or stamina without defensive sets too bad?
The change does not seem over the top against mDK, magplar, mNB and finally allows to kill other sorcs - or am i wrong with this?
How do stambuilds fare against magDK, magNB and magPlar?
Also it seems to be the case that prettymuch everyone testing is running some very dueling metaish setup on their sorcs. Caluurion Necro Shadowrend. Necro shackle shadowrend. Everything revolves around max dmg setups 1v1 setups (not really suprising given you can only realisticly test 1v1). But is pure 1v1 relevant for open world/bg fights?Well, I'd like to think I'm good at finding out balance problems :P
You are - but you´re also an absolute bigot when adressing them as you only deem them "problems" if they affect your personal enjoyment of the game.
Those that benefit you - you´re defending pretty adamantly.
tbh medium armor wont exist after this patch anyways. AND its not runecage(ofc instadieing vs any sorc that can press 3 button in the right order isnt cool) - the dmg increase this patch alone makes outhealing damage with vigor/rallye and low resists not viable - sets like sloads dont help either to survive with a rollbuild bc it will always tick on roll. I tried playing a stamplar on the pts - ravager, bonepirate, vdsa bow, defensive monster set (bloodspawn, tk). There is just no way to fight any decent player with that. So I relogged my sorc ( I didnt loose a single fight out of 10-20 vs stamplars on the pts). Even stamblades wont run medium this patch. Its probably time for heavy impreg+ sload+ trollking with infused obilivion dmg echant.
The joke about shackle shadowrend necro is: its with a magicka return infused glyph and gold food and maybe 1 stam reg glyph a very viable openworld build. So maybe twillight will be used more openeworld when the obilivion dmg meta estabilish. Sload is a set very unhealthy for the game since it will be stronger as shieldbreaker but working vs ANY class and setup. So aslong magicka builds dont get adapted i will gladly slot sloads on my stambuilds and maybe run the first time on my builds the snb reflect.
About sorcs being non meta on the life server: mSorc is probably the 2nd most played spec for 1vX on the EU PC megaserver. So i heard from a player that switched from NA that their are almost no sorcs left anymore. That probably explains why i didnt run in strong NA sorc palyers on the pts - while there are a ton of strong sorc on EU like @Derra , @Malcolm24 , @LegendaryMage , @Hexys , @frostbreeze , @FrostSoul , @Fasold666 and so on. Sorc aka pet sorc is also the strongest spec for dueling on the life servers at the moment(comparing ur openworld sorc to the legion/fury/tk no regen mass bleeds stam build makes no sense ).
The really good Sorcs on NA re-rolled stamina warden... I rarely see @Irylia or the others running Sorc anymore. There are a few decent players left who hang on to magsorc stubbornly, EP crowned a sorc Emperor like, yesterday. The 1vX crowd has moved on, it’s easier and more effective to do with other classes.
People who complain about shield stacking this patch haven’t seen the damage you can do now. You can run around deleting people with light attacks FFS. The sload set has a 90% uptime, it’s buffed by thaumaturge, and every tick breaks cloak.
It’s insane, and I think you’ll find that PVP as everyone knows it is completely gone. I don’t see how solo play will survive when 2 guys stomp you into the dirt in three seconds with light attacks and oblivion damage. If there’s anyone left playing this game after the next patch, please turn the lights out after you leave too.
Frag nerf and having to run a Master destro has sucked a lot of fun out of playing the class, let alone its effectiveness. As if sorcerers already didn;t have the least build variety before, now they're all doing that same boring reach combo or cage-meteor "you can't defend against this" combo.
I'd rather play a worse class that's at least interesting.
Issue is - was sorc really worse but more interesting with frags stunning?
I think runecage needed sth - the dmg should be a dot though not isntant DD.
I think boundless needs sth. Lightning flood aswell (why not make the dmg stick like the new magica proccset from cloudrest).
Bound armor - is to be determined if that makes the skill really more desireable/interesting.
I think encase got flatout worse loosing the snare.
Did anyone test if the dmg morph atleast deals dmg now if rolled out of?
The full burst may be telegraphed, but atleast you have burst. Same can't be said about magplars or mag wardens for example. Also, I'd say burst like POTL or Shalks are just as telegraphed, if not more.
Of course Incap->Relentless burst is the least telegraphed & the most easy to perform - I'd love to see that Incap stun only apply if you're below the target's health pool, that ability felt much more balanced & skill based when it worked like that (was changed a couple years ago).
I.e. build for a long sustain fight - build tanky & high regen.
I'm fine with sorcs having such upsides when it comes to defenses though, as long as I always have the option of escaping them in open world (like you'd escape any other tanky unburstable build) - unfortunately that's where the issues with Rune Cage come in (it also breaks cloak btw if you cloak after someone casts it).
...or if it actually put some kind of an AoE field around you & only dealt the damage when you crossed that field. "Rune Cage", literally.
That'd help sorcs control fights better, but would give the counter of staying still until it's safe to cross for non-tank builds.
...or if it actually put some kind of an AoE field around you & only dealt the damage when you crossed that field. "Rune Cage", literally.
That'd help sorcs control fights better, but would give the counter of staying still until it's safe to cross for non-tank builds.A stam sorc can survive this burst on live, just need to invest a bit into health. I know. Mine runs medium.
"A bit", I've been able to burst anyone below 30k health in medium armor 7 impen from 100>0 on PTS. Haven't tried bursting a medium armor tank build (Impregnable/Brass) though.
...
Right now on live, only extreme damage builds that neglect defences will die to a traditional msorc curse...frag etc. I've fought night blades that have survived a full meteor combo and than proceeded to burst me down. This is with 3.1k SD buffed + Spinner's and 40.1k Mag. If you build extreme damage, you're going to be squishy. Period. Full Impen on body is still squishy, especially if you run less than 22k health
...except if you play a magicka build, in which case you'll still be tanky with dmg shields, especially if you build for high dmg since your shields will only get bigger. Sure, your health pool will be squishy even with 7 impen & balanced defensive CPs, but that matters little behind shields.
A medium armor build will always have that squishy health pool, as instead of shields they're utilizing dodge roll to survive.
That is why problems arise when you attach a lot of damage to undodgeable (and blockable) abilities), it'd be the same as some ability disabling your dmg shields until you CC break & dealing 1/3rd of your health pool in dmg.I don't know if medium armor needs any buffs, the changes to Power Lash & Warden Birds really fixed a lot of survivability issues it used to have. Now we're of course starting to see them again with Rune Cage...As per medium armor, I'd love to see it get some natural Impen through passives. Take out the sneak passives (and just combine it with Ledgermen) and have it grant +12xx impenetrable at max level. Although this would probably require the dodge roll reduction to be reduced, probably halved, and maybe change the medium passive to affect all movement and not just sprinting.
Overload build with Crystal Frag is rubbish. The idea is to first cast Crystal Blast from stealth (very little cues compared to Overload LAs for instance) & then utilizing the longer travel time of Crystal Blast to land those Overload LAs at the same time. It does not work with Frag, the timing of when those projectiles land is completely off.
You don't want to stun people too early and give them time to react, you want to CC them as late as possible so they're low health (or about to get low health).
This is why Asylum Snipe for example works, you don't stun people long before the Snipe lands, in fact it's quite difficult to even land the Light Attack+Bombard before Snipe for stun due to how close apart they land.
In fact it's so difficult that it requires a lot of practice to have any consistency landing the combo, even on stationary targets.
A CC that replaces all previously used CCs reduces build diversity, I don't know what's so unclear about that. Why on earth would any build use Destructive Clench after the Rune Cage changes? Or any other CC? At the moment there's atleast some sorc builds that utilize Rune Cage for Meteor combo rather than the more meta Flame Reach, and some that use Blast.
With the Rune Cage change though? Goodbye Flame Reach, that skill becomes a waste of bar space and you know it.
The full burst may be telegraphed, but atleast you have burst. Same can't be said about magplars or mag wardens for example. Also, I'd say burst like POTL or Shalks are just as telegraphed, if not more.
Of course Incap->Relentless burst is the least telegraphed & the most easy to perform - I'd love to see that Incap stun only apply if you're below the target's health pool, that ability felt much more balanced & skill based when it worked like that (was changed a couple years ago).
Magplars arguably have a very strong burst as well if they slot Skoria. Dark Flare is an option, but I personally wouldn't count it as it's pretty niche. They do have much stronger pressure and are much more forgiving to play as a class overall. The primary difference here is that even if they don't land their full burst, it's not removing 2/3 of their damage. if Frags doesn't land as a sorc, you don't get the execute damage from fury, only around 1.5k damage instead.
Magden sucks rights now imo (open world), or at least it's a very boring playstyle so not going to comment on them. I prefer to discuss all classes in the context of open world builds as these tend to be the most balanced. Any class can cheese a duel. I do feel that you and most other non-sorc mains percieve a open world balanced sorc build as tank builds, which is partially correct. They are tanky versions of magblades. I know popular opinion is that 2 sustain sets equates to a tnak build, but spell damage glyphs on jewllery nets you more damage with reasonable sustain than running actual damage sets. I'm not tring to build tanky when I go shackle/lich (not my main setup btw) but it gives me one fo the best balance between damage and everything else.
I like the stun on incap. NB is very fun to play imo because you naturally have 2 cc's that with low opportunity costs. I do think Incap is slightly over the top but I have no idea how to nerf it without over nerfing nb power/fun.
I.e. build for a long sustain fight - build tanky & high regen.
I'm fine with sorcs having such upsides when it comes to defenses though, as long as I always have the option of escaping them in open world (like you'd escape any other tanky unburstable build) - unfortunately that's where the issues with Rune Cage come in (it also breaks cloak btw if you cloak after someone casts it).
...or if it actually put some kind of an AoE field around you & only dealt the damage when you crossed that field. "Rune Cage", literally.
That'd help sorcs control fights better, but would give the counter of staying still until it's safe to cross for non-tank builds.
I agree 100% with this point, I just think that our definitions of non-tank builds vary. My stam builds average 1.6k stam recovery, 3.3k WD (1 damage + 1 utility set or 2 damage sets depending on class/race) and 22k Health in medium. Heavy armor sees similar stats, adjusted for passives/resistances etc. People I kill flame me for building tanky but it's really not. Vigors average 15k tooltips which is very low. I can survive burst and burst non-tanks (heavy armor 1h&shield with +26k health) but it requires smart play. I can build much tankier or much more glass.
My stam builds give me similar burst, sustain and suvivability to my magsorc and my magsorc runs 2 sustain sets or 1 sustain 1 damage but more investment into sustain outside set bonuses. Most people simply don't understand that you don't build a mag sorc like you do other classes. It is the only class centered on back-loaded burst and live or die defensive mechanics. If I go spinner's julianos I get a marginal increase in damage for a substantial loss in sustain. Again,I'm not tanky, just built for balanced stats. Average stats are 38-40k mag, 2.6-3k SD (Spinner's/no Spinner's/DW) 22k health with 1.5k-1.8k recovery depending on lich/dark deal reliance.
You're perspective seems to come primarily from stealth based combat, implying low survivability outside cloak. So I can see why the meta magsorc build is tanky relative to your bow/bow build. But I don't think it's fair to equate meta sorcs to sorcs with 50k mag. They play very differently. A tanky Mag sorc is a pet build. A permablock magDK is not a DW Light Armor magDK in the same line that a 40k (with open world level recovery) magsorc is not a +50k mag petsorc. And if you say that a magsorc is good with 1.1-1.4k recovery with proc sets, you're referencing a hit and run magsorc which is our (non-cheese) equivalent to a gankblade. I don't consider gank builds when it comes to general balance, again just open world builds.
...or if it actually put some kind of an AoE field around you & only dealt the damage when you crossed that field. "Rune Cage", literally.
That'd help sorcs control fights better, but would give the counter of staying still until it's safe to cross for non-tank builds.A stam sorc can survive this burst on live, just need to invest a bit into health. I know. Mine runs medium.
"A bit", I've been able to burst anyone below 30k health in medium armor 7 impen from 100>0 on PTS. Haven't tried bursting a medium armor tank build (Impregnable/Brass) though.
...
Don't have access to PTS so my perspective is from live and assumptions based on personal logic and forum information. For clarification, what is your definition of a tank build? 1 damage + 1 defensive set? high sustain+high resistance with minimal damage? Because, personally medium Impreg/Brass + 1 damage set with Glyphs/mundus all spec'd into damage is a balanced build for me unless you go 1h&shield and stack block reduction. Medium Impreg/Brass is essentially a damage oriented heavy build with more passive sustain but weaker heals.
Right now on live, only extreme damage builds that neglect defences will die to a traditional msorc curse...frag etc. I've fought night blades that have survived a full meteor combo and than proceeded to burst me down. This is with 3.1k SD buffed + Spinner's and 40.1k Mag. If you build extreme damage, you're going to be squishy. Period. Full Impen on body is still squishy, especially if you run less than 22k health
...except if you play a magicka build, in which case you'll still be tanky with dmg shields, especially if you build for high dmg since your shields will only get bigger. Sure, your health pool will be squishy even with 7 impen & balanced defensive CPs, but that matters little behind shields.
A medium armor build will always have that squishy health pool, as instead of shields they're utilizing dodge roll to survive.
That is why problems arise when you attach a lot of damage to undodgeable (and blockable) abilities), it'd be the same as some ability disabling your dmg shields until you CC break & dealing 1/3rd of your health pool in dmg.I don't know if medium armor needs any buffs, the changes to Power Lash & Warden Birds really fixed a lot of survivability issues it used to have. Now we're of course starting to see them again with Rune Cage...As per medium armor, I'd love to see it get some natural Impen through passives. Take out the sneak passives (and just combine it with Ledgermen) and have it grant +12xx impenetrable at max level. Although this would probably require the dodge roll reduction to be reduced, probably halved, and maybe change the medium passive to affect all movement and not just sprinting.
No, static defensive stats don't matter behind shields but thats the thing, shield defence is different from armor/HoTs mitigation so you approach it differently. LA+[Insert Ability] a sorcs shields until they go in for an offensive rotation. Again, sorc shields are meant to be countered by constant damage not burst. Everything is forplay until this moment. 1v1 against a sorc is very rythmic and somewhat monotonous,moreso than any other class. Dodge/Block frags and then attempt burst. The sorcs shields should be low enough at this point where your burst will actually go through. A sorcs defence is very strong at resetting so one-off builds are obviously going to struggle.
My stamblade runs full medium and only 19k health (haven't updated build for 2 patches xD) and I can kill the average sorc player no problem. it just takes a bit of patience and a different offensive approach compared to every other class. I still get busted down by magsorcs who are equal to or better than me but that is specifically because I only have 19k health. If I bumped it to 23-24k I could actually fight without Cloak spam.Only issue than would be mines, which is it's own topic. The fact is pvp is in a tank meta rn so high damage builds such as the ones you favour are going to struggle against all classes. Magsorc is simply more glaring because we are fire and you (nightblades) are water. 1v1 vs a stamblade and magsorc in solo open world builds can really go either way, but tends to favour stamblade if you don't cheese mines.
As per my medium suggestions, it was meant to be a trade off. More impen and less dodge rolls,making dodge rolls more tactical but you can take more hits, which imo is more important. I've bumped up my impen stat by ~1k on all my medium builds and I must say I am faring much better than before.
I'm against the tank meta as I think it allows bad players to compete with good players, not actually competetively but rather "I can't kill you because of max resistances, permablock, insane healing, perma Defile/Maim and defensive ulti spam and you can't kill me because you know so little about the game that I only pop vigor every 10 seconds and don't even have my Major defensive buffs up". Doesn't change the fact that I've had to beef up my charachters to accomodate for higher damage builds.
Overload build with Crystal Frag is rubbish. The idea is to first cast Crystal Blast from stealth (very little cues compared to Overload LAs for instance) & then utilizing the longer travel time of Crystal Blast to land those Overload LAs at the same time. It does not work with Frag, the timing of when those projectiles land is completely off.
You don't want to stun people too early and give them time to react, you want to CC them as late as possible so they're low health (or about to get low health).
This is why Asylum Snipe for example works, you don't stun people long before the Snipe lands, in fact it's quite difficult to even land the Light Attack+Bombard before Snipe for stun due to how close apart they land.
In fact it's so difficult that it requires a lot of practice to have any consistency landing the combo, even on stationary targets.
A CC that replaces all previously used CCs reduces build diversity, I don't know what's so unclear about that. Why on earth would any build use Destructive Clench after the Rune Cage changes? Or any other CC? At the moment there's atleast some sorc builds that utilize Rune Cage for Meteor combo rather than the more meta Flame Reach, and some that use Blast.
With the Rune Cage change though? Goodbye Flame Reach, that skill becomes a waste of bar space and you know it.
Your victim gets the soundcue when blast + ol are fired (bc they´re fired at the same time).
You don´t have to explain this to me. I do understand where you´re coming from.
You´re just wrong in how this translates into fighting an opponent that initiates counterplay when he hears OL soundcue. You do not want to delay the stun there bc that makes it more likely to get dodged.
Asylum snipe works because the soundcue on firing your 15k+ projectile is associated to that projectiles proximity to the victim - not firing said projectile.
What previously used ccs?
Blast ist still better for the useless overload ganking you love so much.
Destructive clench? I´m pretty confident it´s still gonna get used - because it´s a cc + spamable combined with masterstaff + unlocks destruction staff passives you have to slot another skill for on cage builds (and pulse sucks).
The real problem of this skill is that it´s only achieving a semi useable state when combined with a weapon that reduces it´s cost by 30% and increases dmg by about the same % (and ironically then you can replace your rant about cage with masterreach 1:1).
The skill was never good to begin with. It was simply without alternative because cage is that bad currently on live (and it´s used exclusively by people who can´t obtain a masters firestaff - or DW sorcs).
Also asylum snipe being hard to land on a stationary target? Are you playing eso with a steering wheel?
Overload build with Crystal Frag is rubbish. The idea is to first cast Crystal Blast from stealth (very little cues compared to Overload LAs for instance) & then utilizing the longer travel time of Crystal Blast to land those Overload LAs at the same time. It does not work with Frag, the timing of when those projectiles land is completely off.
You don't want to stun people too early and give them time to react, you want to CC them as late as possible so they're low health (or about to get low health).
This is why Asylum Snipe for example works, you don't stun people long before the Snipe lands, in fact it's quite difficult to even land the Light Attack+Bombard before Snipe for stun due to how close apart they land.
In fact it's so difficult that it requires a lot of practice to have any consistency landing the combo, even on stationary targets.
A CC that replaces all previously used CCs reduces build diversity, I don't know what's so unclear about that. Why on earth would any build use Destructive Clench after the Rune Cage changes? Or any other CC? At the moment there's atleast some sorc builds that utilize Rune Cage for Meteor combo rather than the more meta Flame Reach, and some that use Blast.
With the Rune Cage change though? Goodbye Flame Reach, that skill becomes a waste of bar space and you know it.
Your victim gets the soundcue when blast + ol are fired (bc they´re fired at the same time).
You don´t have to explain this to me. I do understand where you´re coming from.
You´re just wrong in how this translates into fighting an opponent that initiates counterplay when he hears OL soundcue. You do not want to delay the stun there bc that makes it more likely to get dodged.
Asylum snipe works because the soundcue on firing your 15k+ projectile is associated to that projectiles proximity to the victim - not firing said projectile.
What previously used ccs?
Blast ist still better for the useless overload ganking you love so much.
Destructive clench? I´m pretty confident it´s still gonna get used - because it´s a cc + spamable combined with masterstaff + unlocks destruction staff passives you have to slot another skill for on cage builds (and pulse sucks).
The real problem of this skill is that it´s only achieving a semi useable state when combined with a weapon that reduces it´s cost by 30% and increases dmg by about the same % (and ironically then you can replace your rant about cage with masterreach 1:1).
The skill was never good to begin with. It was simply without alternative because cage is that bad currently on live (and it´s used exclusively by people who can´t obtain a masters firestaff - or DW sorcs).
Also asylum snipe being hard to land on a stationary target? Are you playing eso with a steering wheel?
Derra with the new imbue weapon, I don’t think any other Magicka spammable is going to be used by anyone. Simply because, every single hit results in a burning, chilled, or concussed status effect. In that regard it’s even better than the asylum staff, and you can use it on your overload bar FFS - let THAT sink in for a full second.
People are going to use willpower (1.4K Magicka) or a crafted set for some stat they need (Regen). Master staves are absolutely 100% gone, there is zero reason to burn a good TWO piece set for destructive reach.
I just haven’t figured out which destruction staff spammable to waste a slot on for the extra damage. Probably elemental drain for the HA types, or force pulse for the reflectards.
The thing with Overload gank is that you don't hear the soundcue of Overload until the very same second you've been stunned by Crystal Blast.
With Crystal Frags you get stunned and then you hear the soundcue, meaning there's plenty of time to CC break & block or dodge roll.
You can't really judge it without even trying it out, plenty of people are using the Crystal Blast version with success in PvP (I have died to it a few times as well).
Also, Rune Cage isn't "exclusively used by people who can't obtain masters firestaff", I know plenty of experienced PvPers who use it in duels with the Meteor combo. It's far less popular in open world sure, but not without use.
As for the asylum snipe being hard to land on a stationary target... yes, believe it or not.
After multiple requests I actually had to make a tutorial on how to land it. Getting the range right & casting LA+Bombard right after your snipe goes off and before it lands isn't easy. Moving targets is even more difficult & requires practice.
Overload build with Crystal Frag is rubbish. The idea is to first cast Crystal Blast from stealth (very little cues compared to Overload LAs for instance) & then utilizing the longer travel time of Crystal Blast to land those Overload LAs at the same time. It does not work with Frag, the timing of when those projectiles land is completely off.
You don't want to stun people too early and give them time to react, you want to CC them as late as possible so they're low health (or about to get low health).
This is why Asylum Snipe for example works, you don't stun people long before the Snipe lands, in fact it's quite difficult to even land the Light Attack+Bombard before Snipe for stun due to how close apart they land.
In fact it's so difficult that it requires a lot of practice to have any consistency landing the combo, even on stationary targets.
A CC that replaces all previously used CCs reduces build diversity, I don't know what's so unclear about that. Why on earth would any build use Destructive Clench after the Rune Cage changes? Or any other CC? At the moment there's atleast some sorc builds that utilize Rune Cage for Meteor combo rather than the more meta Flame Reach, and some that use Blast.
With the Rune Cage change though? Goodbye Flame Reach, that skill becomes a waste of bar space and you know it.
Your victim gets the soundcue when blast + ol are fired (bc they´re fired at the same time).
You don´t have to explain this to me. I do understand where you´re coming from.
You´re just wrong in how this translates into fighting an opponent that initiates counterplay when he hears OL soundcue. You do not want to delay the stun there bc that makes it more likely to get dodged.
Asylum snipe works because the soundcue on firing your 15k+ projectile is associated to that projectiles proximity to the victim - not firing said projectile.
What previously used ccs?
Blast ist still better for the useless overload ganking you love so much.
Destructive clench? I´m pretty confident it´s still gonna get used - because it´s a cc + spamable combined with masterstaff + unlocks destruction staff passives you have to slot another skill for on cage builds (and pulse sucks).
The real problem of this skill is that it´s only achieving a semi useable state when combined with a weapon that reduces it´s cost by 30% and increases dmg by about the same % (and ironically then you can replace your rant about cage with masterreach 1:1).
The skill was never good to begin with. It was simply without alternative because cage is that bad currently on live (and it´s used exclusively by people who can´t obtain a masters firestaff - or DW sorcs).
Also asylum snipe being hard to land on a stationary target? Are you playing eso with a steering wheel?
The thing with Overload gank is that you don't hear the soundcue of Overload until the very same second you've been stunned by Crystal Blast.
With Crystal Frags you get stunned and then you hear the soundcue, meaning there's plenty of time to CC break & block or dodge roll.
You can't really judge it without even trying it out, plenty of people are using the Crystal Blast version with success in PvP (I have died to it a few times as well).
Also, I don't know in which universe "pulse sucks" - I tested the new Elemental Weapon on PTS & Pulse still performs light years better. It's a fast landing channel that finishes people off after a Rune Cage-Frag burst, before they can dodge roll or do anything.
Sure, you can make a sorcerer that chooses not to get free kills on any and every non-tank build out there with Rune Cage, but that's probably going to be a garbage build.
I have never ever had a problem with Flame Reach on Live as a stamina build, those CCs are possible to dodge/block when needed so no, it's not even close to comparable.
Also, Rune Cage isn't "exclusively used by people who can't obtain masters firestaff", I know plenty of experienced PvPers who use it in duels with the Meteor combo. It's far less popular in open world sure, but not without use.
Guess what happens on Live if one of those Meteor combos lands with a Caluurion proc? Yep, dead. That's how every.single.one of those combos will be with Cage dealing same amounts of damage.
As for the asylum snipe being hard to land on a stationary target... yes, believe it or not.
After multiple requests I actually had to make a tutorial on how to land it. Getting the range right & casting LA+Bombard right after your snipe goes off and before it lands isn't easy. Moving targets is even more difficult & requires practice.
I'm against the tank meta as I think it allows bad players to compete with good players, not actually competetively but rather "I can't kill you because of max resistances, permablock, insane healing, perma Defile/Maim and defensive ulti spam and you can't kill me because you know so little about the game that I only pop vigor every 10 seconds and don't even have my Major defensive buffs up". Doesn't change the fact that I've had to beef up my charachters to accomodate for higher damage builds.
That is your prerogative.
I'm fine with being punished more for my mistakes by playing a high dmg build. If even a single, minor mistake gets me killed due to my high risk high reward mentality, that's fine.
What's not fine with is dying despite making no mistakes, because an ability circumvents any hope of survival you had and has no counterplay (28m range, undodgeable, unblockable, unsurvivable).
The only skills that really need a change would be Atronach, Overload, Daedric Tomb and Shattering Prison. Besides that, the classes active skills are all actually in a good spot. Other's like Streak and Clanfear could potentially be usable with slight number adjustments.
Ragnaroek93 wrote: »
Overload build with Crystal Frag is rubbish. The idea is to first cast Crystal Blast from stealth (very little cues compared to Overload LAs for instance) & then utilizing the longer travel time of Crystal Blast to land those Overload LAs at the same time. It does not work with Frag, the timing of when those projectiles land is completely off.
You don't want to stun people too early and give them time to react, you want to CC them as late as possible so they're low health (or about to get low health).
This is why Asylum Snipe for example works, you don't stun people long before the Snipe lands, in fact it's quite difficult to even land the Light Attack+Bombard before Snipe for stun due to how close apart they land.
In fact it's so difficult that it requires a lot of practice to have any consistency landing the combo, even on stationary targets.
A CC that replaces all previously used CCs reduces build diversity, I don't know what's so unclear about that. Why on earth would any build use Destructive Clench after the Rune Cage changes? Or any other CC? At the moment there's atleast some sorc builds that utilize Rune Cage for Meteor combo rather than the more meta Flame Reach, and some that use Blast.
With the Rune Cage change though? Goodbye Flame Reach, that skill becomes a waste of bar space and you know it.
Your victim gets the soundcue when blast + ol are fired (bc they´re fired at the same time).
You don´t have to explain this to me. I do understand where you´re coming from.
You´re just wrong in how this translates into fighting an opponent that initiates counterplay when he hears OL soundcue. You do not want to delay the stun there bc that makes it more likely to get dodged.
Asylum snipe works because the soundcue on firing your 15k+ projectile is associated to that projectiles proximity to the victim - not firing said projectile.
What previously used ccs?
Blast ist still better for the useless overload ganking you love so much.
Destructive clench? I´m pretty confident it´s still gonna get used - because it´s a cc + spamable combined with masterstaff + unlocks destruction staff passives you have to slot another skill for on cage builds (and pulse sucks).
The real problem of this skill is that it´s only achieving a semi useable state when combined with a weapon that reduces it´s cost by 30% and increases dmg by about the same % (and ironically then you can replace your rant about cage with masterreach 1:1).
The skill was never good to begin with. It was simply without alternative because cage is that bad currently on live (and it´s used exclusively by people who can´t obtain a masters firestaff - or DW sorcs).
Also asylum snipe being hard to land on a stationary target? Are you playing eso with a steering wheel?
The thing with Overload gank is that you don't hear the soundcue of Overload until the very same second you've been stunned by Crystal Blast.
With Crystal Frags you get stunned and then you hear the soundcue, meaning there's plenty of time to CC break & block or dodge roll.
You can't really judge it without even trying it out, plenty of people are using the Crystal Blast version with success in PvP (I have died to it a few times as well).
Also, I don't know in which universe "pulse sucks" - I tested the new Elemental Weapon on PTS & Pulse still performs light years better. It's a fast landing channel that finishes people off after a Rune Cage-Frag burst, before they can dodge roll or do anything.
Sure, you can make a sorcerer that chooses not to get free kills on any and every non-tank build out there with Rune Cage, but that's probably going to be a garbage build.
I have never ever had a problem with Flame Reach on Live as a stamina build, those CCs are possible to dodge/block when needed so no, it's not even close to comparable.
Also, Rune Cage isn't "exclusively used by people who can't obtain masters firestaff", I know plenty of experienced PvPers who use it in duels with the Meteor combo. It's far less popular in open world sure, but not without use.
Guess what happens on Live if one of those Meteor combos lands with a Caluurion proc? Yep, dead. That's how every.single.one of those combos will be with Cage dealing same amounts of damage.
As for the asylum snipe being hard to land on a stationary target... yes, believe it or not.
After multiple requests I actually had to make a tutorial on how to land it. Getting the range right & casting LA+Bombard right after your snipe goes off and before it lands isn't easy. Moving targets is even more difficult & requires practice.
To be fair, it's the sets which are the problem. Taking Caluurion, Zaan, Necropotence, Shadowrend on a max magicka cheese build as reference for the class balance is not fair in my opinion. We all remember how much medium armor got nerfed because of proc sets (instead of just nerfing these sets) and now look what the result of this is. I don't want that this happens to sorc too.
The thing with Overload gank is that you don't hear the soundcue of Overload until the very same second you've been stunned by Crystal Blast.
With Crystal Frags you get stunned and then you hear the soundcue, meaning there's plenty of time to CC break & block or dodge roll.
You can't really judge it without even trying it out, plenty of people are using the Crystal Blast version with success in PvP (I have died to it a few times as well).
Also, Rune Cage isn't "exclusively used by people who can't obtain masters firestaff", I know plenty of experienced PvPers who use it in duels with the Meteor combo. It's far less popular in open world sure, but not without use.
As for the asylum snipe being hard to land on a stationary target... yes, believe it or not.
After multiple requests I actually had to make a tutorial on how to land it. Getting the range right & casting LA+Bombard right after your snipe goes off and before it lands isn't easy. Moving targets is even more difficult & requires practice.
You do hear the overload soundcue instantly when the projectile is fired. It´s why shannoria despite trying multiple times has never killed me with it.
No it does not work that way with frags. Overload hit in breakfree animation back in the days. It wasn´t possible to breakfree and dodge/block overload unless the target traveled away from the caster with higher than normal runspeed.
I don´t know a single good sorc player that willingly played cage when had access to masterreach currently on live for duels (up to ~5 weeks ago). I know some people tried but none found cage to be superior to reach.
I´ve played asylumsnipe. I don´t think i could manage to not land combo on a stationary target even if i tried.
I'm against the tank meta as I think it allows bad players to compete with good players, not actually competetively but rather "I can't kill you because of max resistances, permablock, insane healing, perma Defile/Maim and defensive ulti spam and you can't kill me because you know so little about the game that I only pop vigor every 10 seconds and don't even have my Major defensive buffs up". Doesn't change the fact that I've had to beef up my charachters to accomodate for higher damage builds.
That is your prerogative.
I'm fine with being punished more for my mistakes by playing a high dmg build. If even a single, minor mistake gets me killed due to my high risk high reward mentality, that's fine.
What's not fine with is dying despite making no mistakes, because an ability circumvents any hope of survival you had and has no counterplay (28m range, undodgeable, unblockable, unsurvivable).
I agree with you on everything except the unsurvivable part. Kind of seems like you're partially pushing for balance to cater to your playstyle, even if it is the bare minimum.
If everyone has to build tankier than why is it that your build shouldn't have too? Like I said, I'm against the fact that we have to build tankier and our definitions of tank builds are simlar enough, barring a defensive set (impreg/brass)+a damage set, but that's the direction the game is going. Nobody is disagreeing that Rune Cage damage shouldn't be changed on PTS but you talk about the combo like it's uncounterable. Curse takes 3.5 seconds for its first damage tick/proc (idk what it should be referred to as), in which time you know exactly what's going to happen. You can easily vigor>cloak>reposition and have the curse go off on it's own, ruining the whole rotation and giving you 4-5 seconds to go offensive. If the sorc proceeds to recast curse you can just CC them to ruin timing once more and then switch back to Cloak or just Cloak again (you will have too CC at some point to buy time for mag recovery). Rune Cage itself isn't going to kill you and there are still ways to play around the combo, even more if you adapt your build.
Again, I agree with your main point,I just think your arguement is flawed and misleading. There is already so much misinformation about sorcs on these forums, don't need more. Cage doesn't need the damage, but it isn't necessarily uncounterable unless you get caught out in the same line that your bow/bow Asylum+snipe build isn't uncounterable unless you get caught out. If you are aware, you can prepare. If not, yes it's an instagib but so is your bow/bow build.
Anyways, sorc damage is really fine as is, it's the class utility that needs addressing. Still don't think Frag cc is the way to go unless both morphs get the proc treatment and 1 gets 20% damage increase and the other the CC + 10%. Probably best way to go about it.
...and I never died to Overload (it has always been possible for me to break free+dodge roll anything after a Frag stun) until the Crystal Blast setup surfaced (after which I've died 2-3 times to the combo).
It's much harder to dodge, especially when you're already in combat & got all the other combat sounds around you. Alone out in the field... haven't actually had anyone even try to overload gank me so can't really comment.