PTS Update 18 - Feedback Thread for Sorcerer Balance

  • Murador178
    Murador178
    ✭✭✭✭
    Derra wrote: »
    Murador178 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 :wink:

    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 :wink: . So Duke is most of the times right :smile: - atleast this time :wink:

    I will be his first inquisitor :joy: .

    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?

    DDuke wrote: »
    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 ).
    Edited by Murador178 on April 29, 2018 11:42AM
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke wrote: »
    Derra wrote: »
    DDuke wrote: »
    Derra wrote: »
    DDuke wrote: »
    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.
    Derra wrote: »
    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.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Emma_Overload
    Emma_Overload
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
    #CAREBEARMASTERRACE
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Derra wrote: »
    DDuke wrote: »
    Derra wrote: »
    DDuke wrote: »
    Derra wrote: »
    DDuke wrote: »
    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.
    Derra wrote: »
    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.

    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.
    Derra wrote: »
    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.
    Derra wrote: »
    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.
    Edited by DDuke on April 29, 2018 11:45AM
  • Murador178
    Murador178
    ✭✭✭✭
    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.

    It's not only the runecage damage - a normal build will have about 8k+ on runecage tooltip (all builds of @DDuke on any class are max dmg low sustain). But if u tested on the pts u probalby noticed that stam openworld builds just get oneshotted by a decent sorc rotation. So not only sorc hits like a truck - mNBs, mDKs are insane aswell.

    Talking about hyperbolic statements: Everybody complaining about smth is always hyperbolic. Just read ur last 20 complains :joy: .
    Edited by Murador178 on April 29, 2018 11:59AM
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    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.

    A high dmg sorc build is about as unrealistic as a destro/resto high dmg light armor magicka DK build was, or a viable bow build.

    As in, only in the minds of people.


    Also if you think there isn't going to be that one sorc running full PvE DPS build in a zerg & then rune cage+fragging you through your dodge rolls/blocks while you try to 1vX, you're badly mistaken...
    Edited by DDuke on April 29, 2018 11:49AM
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke wrote: »
    [
    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.
    Derra wrote: »
    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.
    Derra wrote: »
    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 :wink:
    Edited by Derra on April 29, 2018 12:04PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Minalan
    Minalan
    ✭✭✭✭✭
    ✭✭✭✭
    Murador178 wrote: »
    Derra wrote: »
    Murador178 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 :wink:

    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 :wink: . So Duke is most of the times right :smile: - atleast this time :wink:

    I will be his first inquisitor :joy: .

    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?

    DDuke wrote: »
    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.
    Edited by Minalan on April 29, 2018 12:06PM
  • Murador178
    Murador178
    ✭✭✭✭
    DDuke wrote: »
    Derra wrote: »
    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.

    Imo gear shouldnt matter too much.

    And if it matters even more - they need to make gear easy accessible for everyone (atleast on time - im not in to farm a new arena like vMA 50 times to get the freaking weapon I want). This imo the main issue with sorc on the life severs - to be viable vs anything on sorc u want that master fire staff (yes I got it).

    And the 2nd problem with sorc on life servers is: spamming reach is the most boring playstyle sorc ever had. Yes its strong, but for me its no fun.

  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Derra wrote: »
    DDuke wrote: »
    [
    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.
    Derra wrote: »
    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.
    Derra wrote: »
    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).

    Playing a build designed for healing or healing/tanking - why would you expect to be entitled to higher kill potential on such builds?

    I know why you're pointing those out (I seriously doubt you have any intention of playing such builds yourself), you're referring to my bow/bow build. Why can a stamblade get to deal high dmg with bow/bow, but a sorc can't play resto/resto or resto/S&B and do the same?

    Well, here's the thing: bows are designed for killing people, where as those setups you mentioned are tanking/healing oriented (not just in ESO, but RPGs in general).


    Although from RPG perspective I can think of a few offensive S&B or resto staff setups that'd be acceptable without compromising the suspension of disbelief that is necessary for enjoyment of high fantasy MMORPGs.

    For example a Storm Knight S&B setup for mSorc would make sense & I'd love to see such build become viable with changes to Boundless Storm/LL (a more sustained dmg setup, not burst like meta sorc).

    As for resto staff, a "Shadow Priest" style setup for magplars would make sense from RPG perspective & it would be interesting to see sets/skills made for this in the future.


    Those are the few exceptions.
    Derra wrote: »
    Why would a current meta build not have space for boundless/LL if it were to be buffed but has space for runecage?

    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).
    Derra wrote: »
    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?

    ...Rune Cage? People use it even on Live (even without the 9-10k extra tooltip dmg) with Meteor combos. I know, because I've died to it many times on many builds.

    Other than that, there's the overload builds using Crystal Blast for CC.
    Derra wrote: »
    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.

    ...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.


    I agree undodgeable sneak stun is strong, but you get one shot at that on Asylum Snipe build and it can still be blocked/reflected.

    If you compare that to Cage burst which can be done every 7s (on a class that can actually survive in open combat as well) and can't be dodged/reflected/blocked...
    Derra wrote: »
    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 :wink:

    If you can efficiently kill people with a build, it's viable.

    I mean, isn't that what all 1vX videos are about? Killing less skilled players?

    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.
    Edited by DDuke on April 29, 2018 12:39PM
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minalan wrote: »
    Murador178 wrote: »
    Derra wrote: »
    Murador178 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 :wink:

    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 :wink: . So Duke is most of the times right :smile: - atleast this time :wink:

    I will be his first inquisitor :joy: .

    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?

    DDuke wrote: »
    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.
    Edited by Joy_Division on April 29, 2018 1:16PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke wrote: »
    ...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?
    Edited by Derra on April 29, 2018 1:37PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minalan wrote: »
    Murador178 wrote: »
    Derra wrote: »
    Murador178 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 :wink:

    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 :wink: . So Duke is most of the times right :smile: - atleast this time :wink:

    I will be his first inquisitor :joy: .

    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?

    DDuke wrote: »
    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?
    Edited by Derra on April 29, 2018 1:52PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Derra wrote: »
    DDuke wrote: »
    ...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?

    Hey, I like my fragments! But since you're so offended let's do this your way:

    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.

    Rune Cage Rune Cage Rune Cage everywhere, have fun with getting CC'd no matter where you are, no matter how well you're playing by the 28m undodgeable/blockable 9-10k tooltip ability and then dying because of the free damage now attached to the ability, only because you didn't choose to play a tank build like everyone else in Elder Tanks Online.

    Even the undodgeable Power Lashes (while still absolutely broken) were melee range only.


    ...and by higher kill potential I'm referring to the builds that actually use weapons designed to kill people (i.e. destro staves), not weapons designed to heal people (resto staves) or tank people (S&B). You can't expect defensive weapons to have the same kill potential as destro staff builds (except for those few examples I outlined above, as they make sense from RPG perspective).
    Edited by DDuke on April 29, 2018 2:35PM
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Derra wrote: »
    Minalan wrote: »
    Murador178 wrote: »
    Derra wrote: »
    Murador178 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 :wink:

    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 :wink: . So Duke is most of the times right :smile: - atleast this time :wink:

    I will be his first inquisitor :joy: .

    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?

    DDuke wrote: »
    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?

    I was more referring to trying a new class that I'm certainly worse at than run around using Reach or Cage-Meteoring people.

    I think Rune Cage needs a lot of things myself. I don't believe that pressing a button that auto stuns a target 28 meters away is compelling game design. Does it work like DK fossilize, where the game won't even let you cast the spell if the target is CC immune, thus rendering even more mindless such that the sorc doesn't even have to pay attention? But Wrobel doesn't agree with me. If they put a DoT, please no rehash of cacophonous sound effect of the old NB Agony skill.

    I second your idea for Flood!

    The bound armor mechanic does at least seem interesting in theory ... if I wanted to make a dedicated tank out of my sorcerer. I won't presume to speak for other sorcs, but if I know a high damage impact is incoming, I'm going to use Hardened Ward. And if I use the skill at all, I'm going to slot the "stamina" morph on my mag sorc because I want the Light Attack buff.

    I seriously doubt the dmg morph was change to dmg rollers. The other one gives mending now? Can they at least reverse the morphs, i.e. attach the Mending to the damage morph and leave the snare one alone?

    Edited by Joy_Division on April 29, 2018 2:50PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • JobooAGS
    JobooAGS
    ✭✭✭✭✭
    People are defending rune cage yet scattershot has a 10 m range, is blockable, dodgeable etc
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    JobooAGS wrote: »
    People are defending rune cage yet scattershot has a 10 m range, is blockable, dodgeable etc

    ...and has less tooltip damage :D
  • IAVITNI
    IAVITNI
    ✭✭✭✭✭
    DDuke wrote: »

    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.
    DDuke wrote: »
    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.
    DDuke wrote: »

    ...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.
    IAVITNI wrote: »
    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.
    DDuke wrote: »
    IAVITNI wrote: »
    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.
    IAVITNI wrote: »
    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.
    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...

    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.
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke 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?
    Edited by Derra on April 29, 2018 4:45PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    IAVITNI wrote: »
    DDuke wrote: »

    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.

    Making Incap stun more situational wouldn't really be a nerf to good stamblades (there's other combos than the dodge dodge cloak dodge dodge incap relentless bs you see everywhere in Cyro), but it would make the class more difficult to play for sure, which isn't a bad thing imho.

    As for magplars etc having stronger pressure... well, not vs dodge roll builds if you can kite them (i.e. shadow image) that I can tell. Curse alone, being one of the strongest abilities in the game with tooltip similar to Snipe, can easily outdamage Vigor for example & no dodge rolling/cloaking/kiting prevents that from happening. Templar on the other hand has to actually be in melee range to deal sweep/jab damage to deal any meaningful damage with POTL/Purifying Light.

    From the perspective of a medium armor build, the pressure these two classes can throw out are miles apart. Same vs most magicka DKs as well, since most still haven't figured out gap closer is a good thing to slot on your bar. The pressure is more or less zero if they can't get to melee range.
    IAVITNI wrote: »
    DDuke wrote: »
    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.

    No, not just stealth based combat. My light armor destro/resto mDK with 25k health, optimized CP & 7 impen also won't be able to survive Rune Cage+Meteor next patch if I don't have wings up for example.

    It's any non-tank build that gets one shot without dmg shields up should Rune Cage catch you, including that 22k health medium build you have (unless you're also running like 5 Impreg 5 Brass, which you aren't given the 3,3k wpn dmg).

    The only difference between a gank build & what Rune Cage burst can do is that all gank setups can be avoided with block/dodge & only get one shot at killing the opponent.

    A rune cage sorcerer can throw out unavoidable burst capable of putting down any non-tank build every 7 seconds, without having to wait for an opportune moment in stealth.

    Hell, nothing prevents them from waiting in sneak for some poor non-tank to appear in order to pull off their super skillful unblockable/dodgeable CC combos.
    IAVITNI wrote: »
    DDuke wrote: »

    ...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.
    IAVITNI wrote: »
    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.

    Well that's the thing - sorc burst is currently balanced on Live (you can live, barely, through their combo with 20k'ish health & optimized CP, impen etc).

    On PTS it isn't, it's like those setups that you currently survive on Live suddenly got a free Caluurion/Selene proc to go along with their burst.

    To answer the question of what is a tank build: anything with 25k+ health, S&B or set like Impreg/Brass.

    A build like rollerblade (Eternal Hunt, Shackle, Bone Pirate etc etc) I wouldn't classify as tank build, though they're almost as detrimental to the game as those builds.

    Any build where gameplay mistakes don't matter, be it due to being able to survive any burst & heal/shield up instantly or due to being able to just sustain infinite dodge rolling/cloaking & heal up during those periods is bad for the game.

    Atleast those infinite sustain rollerblades won't be a thing next patch, they'll die to Rune Cage burst like every other non-tank build...
    IAVITNI wrote: »
    DDuke wrote: »
    IAVITNI wrote: »
    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.
    IAVITNI wrote: »
    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.
    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...

    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.

    I'm fully aware of this. I'm fine on Live how resistant sorcs are to burst, that's not an issue. The issue is that on PTS they're able to be resistant to all burst while simultaneously being able to burst down any non-tank build.

    Where previously you'd pressure them, take Curse hits, heal through them, dodge/block frags/flame reaches, now you do all that and then die to the frags because you couldn't dodge them and took that 9-10k tooltip dmg from the Rune Cage pushing you to execute territory.

    It's not possible anymore to maintain an adequate health pool to prevent you from being one shot at any time without speccing as a tank.
    IAVITNI wrote: »
    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.

    Yes, just to reiterate: I don't have issues with sorcs on Live. I either burst them down from stealth, or I disengage (maybe eat some damage, maybe die if they're good & use ulti or somehow land a proc on me) & go back into stealth.

    Point is, I don't feel like "free AP", by playing well I can avoid death & by playing well I can get kills on sorcs. This all changes with Rune Cage dealing proc set's worth of damage & just guaranteeing a kill for the sorc.

    That is bs and must never get past the PTS.
    IAVITNI wrote: »
    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).
  • Minalan
    Minalan
    ✭✭✭✭✭
    ✭✭✭✭
    Derra wrote: »
    DDuke 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?

    As the great @King_Thelon would say, the wind howls but the mountain does not bow to it. :lol:

    That is arguing with @Derra

    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.
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Derra wrote: »
    DDuke 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.
    Edited by DDuke on April 29, 2018 5:42PM
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minalan wrote: »
    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.

    I know it´s too good. It´s more pay to win than warden ever was. I´m somewhat expecting it to get turned down a bit. I don´t really like using it with overload. It feels clunky and can´t be paired with cc so it´s a really good potatomasher only.

    I´m hoping for master, asylum and maelstrom weapons to get back a 1p setbonus. Otherwise it might be true that they don´t see much use.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke wrote: »
    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.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Ragnaroek93
    Ragnaroek93
    ✭✭✭✭✭
    ✭✭✭
    DDuke wrote: »
    Derra wrote: »
    DDuke 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.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • IAVITNI
    IAVITNI
    ✭✭✭✭✭
    DDuke wrote: »
    IAVITNI wrote: »
    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.

    Passives severly need an update, especailly for stam sorcs that benefit from only 6/12 passives at best. Persistence is a step in the right direction but all passives need to be looked at. This should really be the class balance perogative as it will have the greatest effect to the class, which could cascade with any skill changes that ZoS may put through.

    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.
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    IAVITNI wrote: »
    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.

    Don´t you think that
    boundless storm
    lightning flood
    and cage (live version not pts)
    also might need slight adjustments to make them desireable skills to slot over the current mainstream meta alternatives?
    Edited by Derra on April 29, 2018 6:00PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    DDuke wrote: »
    Derra wrote: »
    DDuke 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.

    You don't need those sets to kill medium armor builds on PTS (you know this).

    You use those sets to guaranteed kill a medium armor build on Live if a proc coincides with Rune Cage, but that's a lot of RNG.

    Next patch the Rune Cage deals same damage as those procs (except no RNG required), which equals same result. Those sets are there just to (with luck) get through even tank builds & shield stacks.
    Derra wrote: »
    DDuke wrote: »
    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.

    ...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.
    Derra wrote: »
    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.

    So perhaps it is less viable against the cancer heavy armor bleed builds & other dmg shield builds, which are the dueling meta currently? Against medium armor it's very viable (even my 25k health 7 impen melee build). It also comes very close of one shotting my lgith armor destro/resto mDK, I usually have to heal up to 100% & put up a healing ward to survive that.
    Derra wrote: »
    I´ve played asylumsnipe. I don´t think i could manage to not land combo on a stationary target even if i tried.

    You must be a god tier sniper then, because even I (with probably more playtime on the build than anyone else out there) fails at it sometimes (i.e. lag, or just human error clicking the LA+Bombard a moment too late).

    Or you're doing only an impartial combo which doesn't involve squeezing in the light attack (just Snipe->Bombard is much easier to land in correct order).
    Edited by DDuke on April 29, 2018 6:08PM
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    IAVITNI wrote: »
    DDuke wrote: »
    IAVITNI wrote: »
    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.

    It isn't bare minimum, I run highly optimized CPs (even tilted towards Elemental Defender, as magicka burst is more dangerous) & 7 impen - not some 7 divines 100% gank build with no health stamina food & zero sustain.
    IAVITNI wrote: »
    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.

    Everybody doesn't have to build tankier.

    That is 100% the issue I have with all this.

    If I want a high dmg, quick paced playstyle but don't want to build a tank with trash dmg that gets stuck in endless fights and stopped by healbots in 1vX, my only option is to play a sorc or another magicka build that can stack magicka for high damage and high defenses.

    So if ZOS doesn't want to roll back the Rune Cage changes or change how it works (multiple good ideas have been floated around), then they should nerf those shields so that I can one shot those sorcs at will when I build high dmg, just like they can do to me.

    Two wrongs don't make a right, but even that would be preferable to the current PTS balance where the unavoidable one shots flow only one way.
    IAVITNI wrote: »
    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.

    That's the problem, you can prepare vs things like stealth burst by keeping your shields up - but the non-tank medium armor build cannot prepare by dodge rolling and there's no stamina shields to give you artificial health (trust me, I'd replace Vigor in a heartbeat). Even the new Psijic passive shield activated by blocking is useless since it's only up during block (which Rune Cage disables).

    Also, Asylum Snipe is something you get to attempt once & then you bail if the target is too tanky to kill (or you risk it with Ballista & most likely die if that fails as well), not something you get to do every 7 seconds.

    It is also 20m range, not 28m and requires you to build for high dmg low sustain & equip a special bow, which Rune Cage does not.

    IAVITNI wrote: »
    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.

    Something like Frag ignoring armor mitigation could be interesting & would certainly make sorc better vs tank builds without really affecting non-tank builds (CPs+light armor is already almost 100% penetration).
    Edited by DDuke on April 29, 2018 6:23PM
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke wrote: »
    ...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.

    Are you trolling me or do you legit not understand what i´m talking about?

    The difference was literally the travelarc of the two projectiles. Ofc it was possible to dodge anything after fragstun if you used an instant procced frag.
    However if you hardcasted it - which was the correct way to do it. It was more potent than the current crystalblast gank because when hearing the audiocue you had less reaction time.
    It was not possible to dodge an overload lightattack fired after hardcasting crystal fragment. On maxrange the hit delay of the two abilities was under 0.3s.
    With blast currently the abilities will hit at the same time or overload slightly prior to blast (making potential 2nd lightattacks with overload more likely to hit - but surviving means dodging/blocking the first attack anyway).
    Edited by Derra on April 29, 2018 6:26PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

Sign In or Register to comment.