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PTS Update 18 - Feedback Thread for Sorcerer Balance

  • ToRelax
    ToRelax
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    Lynx7386 wrote: »
    ToRelax wrote: »
    Lynx7386 wrote: »
    So can anyone confirm that imbue weapons works with overload light attacks?

    Yes. It's just questionable whether it's worth it because you can't combine it with Rune Cage.

    Why not?

    It's duration is too short; you need to cast Rune Cage right before Overload to guarantee the hit, and if you cast Imbue Weapon before that it will run out just before Overload reaches your target.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Minalan
    Minalan
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    ToRelax wrote: »
    Lynx7386 wrote: »
    So can anyone confirm that imbue weapons works with overload light attacks?

    Yes. It's just questionable whether it's worth it because you can't combine it with Rune Cage.

    Just slot the conjured arms morph on the overload bar. Extra damage.
    ak_pvp wrote: »
    Minalan wrote: »
    Subversus wrote: »
    DDuke wrote: »
    Murador178 wrote: »
    Murador178 wrote: »
    I have ONE question for all the nervous nelly Sorcs who are asking Rune Cage to be nerfed or re-worked:

    WHERE is Sorc damage supposed to be coming from in the Summerset update? Because what we have now is not enough. This isn't even in dispute, or at least it shouldn't be.

    Basically, my opinion is that anything a Stam Warden should be able to kill, Mag Sorcs should be able to kill, too. Anything a Stamblade should kill in two seconds, should definitely be killable by a Sorc in the 4 seconds our burst takes to set up. Similarly, anybody a Mag DK can kill, I should be able to kill... you get the picture.

    I'm not going to be happy until Sorcs reach parity with the better builds in the game... otherwise, what is the point of playing a Sorc? I don't really care where the damage comes from, it just needs to be there. In my opinion, ZOS doesn't need to be nerfing Rune Cage until an effective alternative is offered.

    The change of runecage --> making a dot e.g. wouldnt need to be a nerf. It could be a nerf on max burst but should increase sorc dps with the goal of making it easier for sorc to kill sword and board tanks. Even on life my problem with sorc is normally not killing dodge spammers its more like perma blockers (since sorc damage per second isnt too high).

    Sure I m ok on having an added dot to rune cage. But there is no way sorc burst is remotely close to what nightblade or warden has on live.

    NB burst is very easy to evade if u know how to... warden burst is the same.

    But its much easier to land and warden in this case does not need an ultimate to burst as well. Anyway that's not the point.

    The point is sorc burst on live is currently not good enough. What's the point of landing a burst if it hits like a wet noodle. Rune cage is one of the options to fill that gap. I am aware its unavoidable damage but I would prefer to have something until alternatives are figured out.

    Lack of burst damage to kill tankier targets is a universal problem on Live (and PTS) - you burst, they heal/shield up ad infinitum. This is nothing new.

    In fact, sorc ranks pretty high when it comes to burst damage (I believe apart from a few gank builds, only stamina warden can pull off more burst damage if they land Shalks & everything).

    What sorcs lack isn't burst, it's pressure - which is why regular sorc builds don't tend to do well in duels for example while pet sorcs dominate them.


    ...and this is exactly why they shouldn't be giving more burst to abilities like Rune Cage, but rather buff skills that would help against tank builds (or buff Rune Cage in a way that helps vs those, not vs non-tank builds that can't avoid the Rune Cage), as well as make pets more viable (i.e. smarter) in Cyrodiil.

    Sorcs don’t really lack the ability to burst tanky targets on the pts though. When you can 1 shot a 30k hp heavy armor tank you know there’s a problem. Anyone denying that either has an agenda or is delusional.

    If its with a meteor i don't see how that's an issue.

    It’s only allowed if a DK or NB does it.

    I got deleted by a friend on mine testing a build with an 18K leap. If a sorc did that damage? Hold crap the forums would be flooded with tears.

    What is this unavoidable damage combo from dks and nightblades which hits for the same as fury, curse, meteor, runecage and frags? Please enlighten me.
    Maulkin wrote: »
    Derra wrote: »
    Maulkin wrote: »
    I think you’re overestimating the strength of such a buff. Have you ever tried putting 75 CPs into Shattering Blows? It's like 23% extra damage against shields. Try it, then tell me if it feels too strong in PvP. In my experience it doesn't.

    Personally i disagree here.

    Going from 0 to 20% shatter CP will let me win most fights that would previously end in a draw.
    That´s only on sorc. On other classes it becomes a massacre.

    Is it? Going 20% on Shattering basically means missing 20% from somewhere else. It's in the Mage constellation after all.
    Assuming you don't sacrifice your Master-At-Arms, you'll sacrifice either Elemental Expert, or Elfborn or Thaumaturge. So if you subtract the loss from there, you're at best sitting at 10% more damage against shields and less damage when their shields drop.

    If it was so strong people would run it. They don't.

    But in any case, such a buff would not be one-sided on Sorc fights. Both sides would have it. So if Shattering performs better against Sorcs than other CP passives and you worry the same about a a Perforation buff.... then good, that'd be the point of it; to shorten Sorc vs Sorc fights.

    Generally it's only Sorcs and NBs that rely on HP damage shields. So I'm not sure who these other classes are that get massacred.

    I tested with and without Shattering Blows (on live server with my nb) and that's indeed a difference between day and night. Imo that CP star should be replaced with something completely different.

    Foo, embers, draw essence, Foss, leap, whip to finish. Absolute pain to set up, (Foo landing on wrong enemy, leap failing, cc immunity foss bugs) and you gimp your defense heavily going light. But the combo still exists and it is brutal, since essence, foss break, dot tick, Foo and leap hit together, all undodgable.

    Nb has fear Incap and Merciless. And fear as broken breaking free as it is means other *** will fit in too.

    Sorc is they don't use cage is way too easy to dodge or block nowadays. Frags was decent since it was a surprise CC timed into the combo and the main hit, even though it was telegraphed, unlike the reach spam of today which is sent a little after. (curse>fury>frags>reach, but it depdnds)

    This pretty much.
  • Lynx7386
    Lynx7386
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    ToRelax wrote: »
    Lynx7386 wrote: »
    ToRelax wrote: »
    Lynx7386 wrote: »
    So can anyone confirm that imbue weapons works with overload light attacks?

    Yes. It's just questionable whether it's worth it because you can't combine it with Rune Cage.

    Why not?

    It's duration is too short; you need to cast Rune Cage right before Overload to guarantee the hit, and if you cast Imbue Weapon before that it will run out just before Overload reaches your target.

    Shouldn't imbue still buff your light attack on cast, not when the projectile lands? I'm a little confused as to how the new empower buff works here.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Minalan
    Minalan
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    Lynx7386 wrote: »
    ToRelax wrote: »
    Lynx7386 wrote: »
    ToRelax wrote: »
    Lynx7386 wrote: »
    So can anyone confirm that imbue weapons works with overload light attacks?

    Yes. It's just questionable whether it's worth it because you can't combine it with Rune Cage.

    Why not?

    It's duration is too short; you need to cast Rune Cage right before Overload to guarantee the hit, and if you cast Imbue Weapon before that it will run out just before Overload reaches your target.

    Shouldn't imbue still buff your light attack on cast, not when the projectile lands? I'm a little confused as to how the new empower buff works here.

    It depends on the travel time. Too far and it’ll imbue, but you won’t get a follow up shot. Close up and you can’t imbue, but you can overload twice before they break the cage.
  • Derra
    Derra
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    Lynx7386 wrote: »
    ToRelax wrote: »
    Lynx7386 wrote: »
    ToRelax wrote: »
    Lynx7386 wrote: »
    So can anyone confirm that imbue weapons works with overload light attacks?

    Yes. It's just questionable whether it's worth it because you can't combine it with Rune Cage.

    Why not?

    It's duration is too short; you need to cast Rune Cage right before Overload to guarantee the hit, and if you cast Imbue Weapon before that it will run out just before Overload reaches your target.

    Shouldn't imbue still buff your light attack on cast, not when the projectile lands? I'm a little confused as to how the new empower buff works here.

    I´ve tried it like 50+ times on pts and i´ve not managed to land imbue cage overload with imbue dealing dmg.

    the only thing that could work in pvp due to higher range is imbue overload cage on absolute maxrange.
    <Noricum>
    I live. I die. I live again.

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

  • Irylia
    Irylia
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    Maulkin wrote: »
    Aedaryl wrote: »
    Rune cage is OP vs builds that use damage shields and vs the squishiest builds.

    Meaning VS :

    -Magsorc
    -Magnb
    - Rollerblade
    - Anything dukke build related since he choose to be squichy for damage
    - anything medium armor without fortified brass or impreg.

    Guess what : expect shield user, sorc is already good killing theze builds.

    As sorc, we want to be competitive VS High mitigation sword and board healing machine. And the damage on rune cage will not kill them, but will kill the already easiest food.

    We want something VS tanky dps, that's mean pressure. By adding a strong dot (or defile ?).

    Mmm strongly disagree. MagSorc on live, is not good at killing MagSorcs. The fact that both Sorcs double-stack Hardened with Harness and that the burst rotation is highly, highly telegraphed means that Sorcs of similar level will almost always have a stalemate.

    If I meet another MagSorc on the current Live build, I can tell from the first 5-6" if it's going a to be a quick fight due to a huge difference in skill/experience/CP/build or if it's going to be a 15 minute fight that I might as well just walk away from.

    So what this skill changes, is that it makes it possible to burst shield-stackers whereas you couldn't really do that before. Not sure if that helps against heavy builds.
    Need no harness sorc duels
    Subversus wrote: »
    Feanor wrote: »
    Can I get a TL;DR for the last 10 pages? I’m disappointed in the 4.0.2 patch notes.

    Disappointed in what? Have you even played sorc on the pts? Sorc is op on the pts.

    Lol k *wades through snares*
    *streaks x times w/ Stam class gap closing*
    DDuke wrote: »
    ak_pvp wrote: »
    Aedaryl wrote: »
    ak_pvp wrote: »
    DDuke wrote: »
    Kilandros wrote: »
    DDuke wrote: »
    https://forums.elderscrollsonline.com/en/discussion/410203/pts-patch-notes-v4-0-2/p1
    Decreased the damage done by all Light Attacks by approximately 20%.

    This did not affect Overload LAs btw, in case anyone was wondering.

    Pre-patch: 16 351 dmg
    After: 16 351 dmg

    This could just be a bug. You did also claim that 3-second Power Lash heal was a "feature" when everyone told you it was bugged. Funny you didn't have anything to say when it got fixed.

    I don't know how you construe my post to mean anything, I'm simply saying Overload LA wasn't affected by the change in latest patch to inform & save people testing time - I'm not going to comment on whether that's a bug or not, or if it's a good or a bad thing.

    Power Lash losing its longer heal duration was regrettable, and I'm quite sure I wrote that publicly somewhere (not that I'm required to or anything).

    I did say something else too: I said mDK would still do great after the patch, and that turned out to be 100% accurate (even when they don't get a free kill on dodge rollers anymore).
    In the same vein, sorcs are doing great vs dodge rollers on Live, they don't need buttons that guarantee free kills.


    If you died because of power whip, an ability with a highly telegraphed setup that takes 3 gcds to hit, and could be stopped by rolling the first whip, not being ccd, outranging, cloaking, purging the root.

    It was an l2p issue.

    Also DK, the class without a reliable finisher and the most class defining nerfs took yet another nerf, its far from good, but its not bottom tier anymore because other classes suck a bit too, and the DK players are almost all long tims class mains going against FOTMs.

    Eh whatever. The NB bias is high. Sorc shouldn't have an unblocked CC and a hard hitting ult but NB can keep fear and incap. (both skills I have no issue with)

    Can we please stay on the sorc topic in this SORCERER FEEDBACK thread ?

    Its less the feedback I am on about, more a character assessment. DDuke likes nerfing things that hurt NB. I still vote curse gets the CC. Because then it has to be timed and is telegraphed, so can be prepared for if necessary, is different to petrify, saves a slot and mag, and works similar to the the old curse, fury, frag stun in landing.

    I don't nerf things, Zenimax does.


    And last I remember the change to Power Lash was under "bug fixes". Also, last I remember no dodge roll build could live past 20 seconds vs my mDK & I fought some of the best players EU has to offer on my mDK to confirm that.

    I even asked people claiming the opposite (including you, if I recall correctly) to log on to their stamina characters and give it a shot, because all my calculations & past experiences pointed at survival on a dodge roll build vs a high dmg mDK with undodgeable Power Lash being impossible.

    Of course, as suspected, it was easier for people to defend broken mechanics & dispute facts on the forums than actually prove their point in game.

    And what do you know, mDK is still doing perfectly fine after that change: still capable of killing dodge rollers (not just nightblades) without being completely broken against them, still capable of 1v1 against anyone, still capable of 1vX against anyone, still has good grp synergy, good dmg if built for that & good tankiness if built for that.

    The very first fight in Cyrodiil I had on my mDK logging in after Dragon Bones was a 1v8, which I won.


    Obviously, in order to fully understand how strong mDK was vs medium armor builds, you would've had to play an actual strong mDK build - which you clearly didn't.

    Conclusion: I don't think I'm the one with "l2p issues" here.


    So please leave your "character assessments" at home please & stay on topic (feedback on Sorcerer, not DK).

    Didn’t information broker slaughter you?
    I don’t think you are nearly as good as you think. Bg’s vs pugs has given you a false illusion of skill.
  • Irylia
    Irylia
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    DDuke wrote: »
    Right, so this what happens to my tankier melee NB on PTS currently (24k health, 3,1k crit resistance):
    https://youtu.be/NhH3-fOLMeU


    Sorc on the video is using Necropotence+Shadowrend and doesn't even have the proc up (so it's a lot less damage than what there'd normally be).

    Second part of the video shows me doing the Rune Cage combo on his NB (22,5k health, 5,3k crit resistance with Impregnable set).


    None of that damage is avoidable by any means, you can only hope to somehow burst down sorcs through their shields before they burst you.

    My PvP stats:
    a4iw1l841w0w.png
    ^
    That is 7x tri-glyphs btw, already sacrificing a lot of damage on this build - which is acceptable on melee build since burst is higher anyway compared to my bow build.

    Relevant CPs: 37 Elemental Defender, 66 Ironclad

    With ele drain light pen and potential cp pen a light armor class won’t have any resistances
    So crits aside you hit true damage on all your skills

    Which should be a 1 shot despite rune cage.

    Curse+ frag + fury + light attack weave + shock is already enough to kill someone with 20-23 k hp prison added dmg is just a small bonus.

    But what isn’t being considered is the lack of sustain in open world when being bogged down by constant dmg and need of ward re casts. Snares. Stun interrupting not bursts.

    Provided that people come in slowly and almost like 1v1’s you can kill them but when you have 5 hitting you all at once it isn’t like you aren’t a stamden who can speed around los q up a sub db and cleave half the group.
  • Olen_Mikko
    Olen_Mikko
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    Sorcs needed love, they were underperforming and were on a bad spot.

    Would be nice to have class that could gear themselves purely as a dps without needing to use heavy impenetrable armor.

    Would be nice to have a class that can reliably disengage from a battle, should they want.

    Would be nice to have op pets and gear designed for just one class.

    Oh wait
    NB enthusiastic:
    1. Woodhippie stamblade - DW hard-hitter / PvE
    2. Know-it-all elf Magblade - Healer / PvE & PvP
    3. Hate-them-all elf Magblade - Destrostaff AoE monster / PvE
    4. Cyrodiil-Refugee stamblade - Stamina Tank / PvE

    Go dominion or go home

    Nightblade-Hipster. I played Nightblade before it was cool - from 1.5 onwards.
  • Irylia
    Irylia
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    Subversus wrote: »
    pieratsos wrote: »
    Leave the dmg as is. Make the cc dodgeable. Probably blockable to so it actually has a counter.

    That would be fine with me balance wise, but sorc needs an undodgeable/unblockable cc, so no.
    Or just frag stun
    Derra wrote: »
    Minalan wrote: »
    DDuke wrote: »
    Murador178 wrote: »
    Murador178 wrote: »
    I have ONE question for all the nervous nelly Sorcs who are asking Rune Cage to be nerfed or re-worked:

    WHERE is Sorc damage supposed to be coming from in the Summerset update? Because what we have now is not enough. This isn't even in dispute, or at least it shouldn't be.

    Basically, my opinion is that anything a Stam Warden should be able to kill, Mag Sorcs should be able to kill, too. Anything a Stamblade should kill in two seconds, should definitely be killable by a Sorc in the 4 seconds our burst takes to set up. Similarly, anybody a Mag DK can kill, I should be able to kill... you get the picture.

    I'm not going to be happy until Sorcs reach parity with the better builds in the game... otherwise, what is the point of playing a Sorc? I don't really care where the damage comes from, it just needs to be there. In my opinion, ZOS doesn't need to be nerfing Rune Cage until an effective alternative is offered.

    The change of runecage --> making a dot e.g. wouldnt need to be a nerf. It could be a nerf on max burst but should increase sorc dps with the goal of making it easier for sorc to kill sword and board tanks. Even on life my problem with sorc is normally not killing dodge spammers its more like perma blockers (since sorc damage per second isnt too high).

    Sure I m ok on having an added dot to rune cage. But there is no way sorc burst is remotely close to what nightblade or warden has on live.

    NB burst is very easy to evade if u know how to... warden burst is the same.

    But its much easier to land and warden in this case does not need an ultimate to burst as well. Anyway that's not the point.

    The point is sorc burst on live is currently not good enough. What's the point of landing a burst if it hits like a wet noodle. Rune cage is one of the options to fill that gap. I am aware its unavoidable damage but I would prefer to have something until alternatives are figured out.

    Lack of burst damage to kill tankier targets is a universal problem on Live (and PTS) - you burst, they heal/shield up ad infinitum. This is nothing new.

    In fact, sorc ranks pretty high when it comes to burst damage (I believe apart from a few gank builds, only stamina warden can pull off more burst damage if they land Shalks & everything).

    What sorcs lack isn't burst, it's pressure - which is why regular sorc builds don't tend to do well in duels for example while pet sorcs dominate them.


    ...and this is exactly why they shouldn't be giving more burst to abilities like Rune Cage, but rather buff skills that would help against tank builds (or buff Rune Cage in a way that helps vs those, not vs non-tank builds that can't avoid the Rune Cage), as well as make pets more viable (i.e. smarter) in Cyrodiil.

    Rune cage on live is actually really good against tanks. How? You force-drop block for a couple of seconds.

    I still think major breach on frags should be a thing rather than damage on cage. All of the nightblades want cage to be a DOT so they can just suppress it with cloak. I’d rather see frags hit harder and fracture, and be able to guarantee a hit with cage:

    Strange - i don´t have as much issues with tanks as i have with other sorcs.
    Breach is literally useless vs shieldstacking (and the nonexistant spellresi beneath).

    I like the cage dmg on pts because it finally allows sorc vs sorc (the most boring matchup in eso history) to end. For that reason i can´t find any appeal in breach on frags. It wouldn´t change anything.

    You have to think about a dot on cage this way - if it´s a 6s dot (with cc immunity being 7s) nbs would have 1s where they could attack.
    It should also procc blood magic which would finally be a reliable way to utilize that stupid currently useless passive.

    Do no harness sorc duels, those are quick and fun. At least when frag stun was around.
    Edited by Irylia on May 4, 2018 8:35PM
  • Derra
    Derra
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    Irylia wrote: »
    Subversus wrote: »
    pieratsos wrote: »
    Leave the dmg as is. Make the cc dodgeable. Probably blockable to so it actually has a counter.

    That would be fine with me balance wise, but sorc needs an undodgeable/unblockable cc, so no.
    Derra wrote: »
    Minalan wrote: »
    DDuke wrote: »
    Murador178 wrote: »
    Murador178 wrote: »
    I have ONE question for all the nervous nelly Sorcs who are asking Rune Cage to be nerfed or re-worked:

    WHERE is Sorc damage supposed to be coming from in the Summerset update? Because what we have now is not enough. This isn't even in dispute, or at least it shouldn't be.

    Basically, my opinion is that anything a Stam Warden should be able to kill, Mag Sorcs should be able to kill, too. Anything a Stamblade should kill in two seconds, should definitely be killable by a Sorc in the 4 seconds our burst takes to set up. Similarly, anybody a Mag DK can kill, I should be able to kill... you get the picture.

    I'm not going to be happy until Sorcs reach parity with the better builds in the game... otherwise, what is the point of playing a Sorc? I don't really care where the damage comes from, it just needs to be there. In my opinion, ZOS doesn't need to be nerfing Rune Cage until an effective alternative is offered.

    The change of runecage --> making a dot e.g. wouldnt need to be a nerf. It could be a nerf on max burst but should increase sorc dps with the goal of making it easier for sorc to kill sword and board tanks. Even on life my problem with sorc is normally not killing dodge spammers its more like perma blockers (since sorc damage per second isnt too high).

    Sure I m ok on having an added dot to rune cage. But there is no way sorc burst is remotely close to what nightblade or warden has on live.

    NB burst is very easy to evade if u know how to... warden burst is the same.

    But its much easier to land and warden in this case does not need an ultimate to burst as well. Anyway that's not the point.

    The point is sorc burst on live is currently not good enough. What's the point of landing a burst if it hits like a wet noodle. Rune cage is one of the options to fill that gap. I am aware its unavoidable damage but I would prefer to have something until alternatives are figured out.

    Lack of burst damage to kill tankier targets is a universal problem on Live (and PTS) - you burst, they heal/shield up ad infinitum. This is nothing new.

    In fact, sorc ranks pretty high when it comes to burst damage (I believe apart from a few gank builds, only stamina warden can pull off more burst damage if they land Shalks & everything).

    What sorcs lack isn't burst, it's pressure - which is why regular sorc builds don't tend to do well in duels for example while pet sorcs dominate them.


    ...and this is exactly why they shouldn't be giving more burst to abilities like Rune Cage, but rather buff skills that would help against tank builds (or buff Rune Cage in a way that helps vs those, not vs non-tank builds that can't avoid the Rune Cage), as well as make pets more viable (i.e. smarter) in Cyrodiil.

    Rune cage on live is actually really good against tanks. How? You force-drop block for a couple of seconds.

    I still think major breach on frags should be a thing rather than damage on cage. All of the nightblades want cage to be a DOT so they can just suppress it with cloak. I’d rather see frags hit harder and fracture, and be able to guarantee a hit with cage:

    Strange - i don´t have as much issues with tanks as i have with other sorcs.
    Breach is literally useless vs shieldstacking (and the nonexistant spellresi beneath).

    I like the cage dmg on pts because it finally allows sorc vs sorc (the most boring matchup in eso history) to end. For that reason i can´t find any appeal in breach on frags. It wouldn´t change anything.

    You have to think about a dot on cage this way - if it´s a 6s dot (with cc immunity being 7s) nbs would have 1s where they could attack.
    It should also procc blood magic which would finally be a reliable way to utilize that stupid currently useless passive.

    Don’t duel sorc v sorc with harness. Those are quick and fun. At least when frag stun was around.

    Can´t tell the tryhard openworld sorc tell to deslot harness after their raidmates stopped chasing though :tongue:

    For that reason i prefer to duel with against harness aswell - haven´t used it myself for a long time but do now bc without groupplay is asinine.
    No point in altering the matchup to a state that doesn´t reflect open world encounters in the slightest.
    Also being used to playing without harness puts you at a huge advantage.
    <Noricum>
    I live. I die. I live again.

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

  • DDuke
    DDuke
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    Irylia wrote: »
    Maulkin wrote: »
    Aedaryl wrote: »
    Rune cage is OP vs builds that use damage shields and vs the squishiest builds.

    Meaning VS :

    -Magsorc
    -Magnb
    - Rollerblade
    - Anything dukke build related since he choose to be squichy for damage
    - anything medium armor without fortified brass or impreg.

    Guess what : expect shield user, sorc is already good killing theze builds.

    As sorc, we want to be competitive VS High mitigation sword and board healing machine. And the damage on rune cage will not kill them, but will kill the already easiest food.

    We want something VS tanky dps, that's mean pressure. By adding a strong dot (or defile ?).

    Mmm strongly disagree. MagSorc on live, is not good at killing MagSorcs. The fact that both Sorcs double-stack Hardened with Harness and that the burst rotation is highly, highly telegraphed means that Sorcs of similar level will almost always have a stalemate.

    If I meet another MagSorc on the current Live build, I can tell from the first 5-6" if it's going a to be a quick fight due to a huge difference in skill/experience/CP/build or if it's going to be a 15 minute fight that I might as well just walk away from.

    So what this skill changes, is that it makes it possible to burst shield-stackers whereas you couldn't really do that before. Not sure if that helps against heavy builds.
    Need no harness sorc duels
    Subversus wrote: »
    Feanor wrote: »
    Can I get a TL;DR for the last 10 pages? I’m disappointed in the 4.0.2 patch notes.

    Disappointed in what? Have you even played sorc on the pts? Sorc is op on the pts.

    Lol k *wades through snares*
    *streaks x times w/ Stam class gap closing*
    DDuke wrote: »
    ak_pvp wrote: »
    Aedaryl wrote: »
    ak_pvp wrote: »
    DDuke wrote: »
    Kilandros wrote: »
    DDuke wrote: »
    https://forums.elderscrollsonline.com/en/discussion/410203/pts-patch-notes-v4-0-2/p1
    Decreased the damage done by all Light Attacks by approximately 20%.

    This did not affect Overload LAs btw, in case anyone was wondering.

    Pre-patch: 16 351 dmg
    After: 16 351 dmg

    This could just be a bug. You did also claim that 3-second Power Lash heal was a "feature" when everyone told you it was bugged. Funny you didn't have anything to say when it got fixed.

    I don't know how you construe my post to mean anything, I'm simply saying Overload LA wasn't affected by the change in latest patch to inform & save people testing time - I'm not going to comment on whether that's a bug or not, or if it's a good or a bad thing.

    Power Lash losing its longer heal duration was regrettable, and I'm quite sure I wrote that publicly somewhere (not that I'm required to or anything).

    I did say something else too: I said mDK would still do great after the patch, and that turned out to be 100% accurate (even when they don't get a free kill on dodge rollers anymore).
    In the same vein, sorcs are doing great vs dodge rollers on Live, they don't need buttons that guarantee free kills.


    If you died because of power whip, an ability with a highly telegraphed setup that takes 3 gcds to hit, and could be stopped by rolling the first whip, not being ccd, outranging, cloaking, purging the root.

    It was an l2p issue.

    Also DK, the class without a reliable finisher and the most class defining nerfs took yet another nerf, its far from good, but its not bottom tier anymore because other classes suck a bit too, and the DK players are almost all long tims class mains going against FOTMs.

    Eh whatever. The NB bias is high. Sorc shouldn't have an unblocked CC and a hard hitting ult but NB can keep fear and incap. (both skills I have no issue with)

    Can we please stay on the sorc topic in this SORCERER FEEDBACK thread ?

    Its less the feedback I am on about, more a character assessment. DDuke likes nerfing things that hurt NB. I still vote curse gets the CC. Because then it has to be timed and is telegraphed, so can be prepared for if necessary, is different to petrify, saves a slot and mag, and works similar to the the old curse, fury, frag stun in landing.

    I don't nerf things, Zenimax does.


    And last I remember the change to Power Lash was under "bug fixes". Also, last I remember no dodge roll build could live past 20 seconds vs my mDK & I fought some of the best players EU has to offer on my mDK to confirm that.

    I even asked people claiming the opposite (including you, if I recall correctly) to log on to their stamina characters and give it a shot, because all my calculations & past experiences pointed at survival on a dodge roll build vs a high dmg mDK with undodgeable Power Lash being impossible.

    Of course, as suspected, it was easier for people to defend broken mechanics & dispute facts on the forums than actually prove their point in game.

    And what do you know, mDK is still doing perfectly fine after that change: still capable of killing dodge rollers (not just nightblades) without being completely broken against them, still capable of 1v1 against anyone, still capable of 1vX against anyone, still has good grp synergy, good dmg if built for that & good tankiness if built for that.

    The very first fight in Cyrodiil I had on my mDK logging in after Dragon Bones was a 1v8, which I won.


    Obviously, in order to fully understand how strong mDK was vs medium armor builds, you would've had to play an actual strong mDK build - which you clearly didn't.

    Conclusion: I don't think I'm the one with "l2p issues" here.


    So please leave your "character assessments" at home please & stay on topic (feedback on Sorcerer, not DK).

    Didn’t information broker slaughter you?
    I don’t think you are nearly as good as you think. Bg’s vs pugs has given you a false illusion of skill.

    Never said I was "good", that's a can of worms I don't want to open.

    That said, I dueled Information Broker (who seems like a decent player atleast) once on my magicka DK during first week of PTS if I recall correctly. He beat me of course - just like many others before him.

    Not that it matters, I don't build around duels (if I did, I'd be S&B & semi-unkillable, not light armor destro/resto with 25k health). I build around open world/1vX because that's the only fun PvP left in this game.

    Duels died a long time ago for non-tank builds.
    Irylia wrote: »
    DDuke wrote: »
    Right, so this what happens to my tankier melee NB on PTS currently (24k health, 3,1k crit resistance):
    https://youtu.be/NhH3-fOLMeU


    Sorc on the video is using Necropotence+Shadowrend and doesn't even have the proc up (so it's a lot less damage than what there'd normally be).

    Second part of the video shows me doing the Rune Cage combo on his NB (22,5k health, 5,3k crit resistance with Impregnable set).


    None of that damage is avoidable by any means, you can only hope to somehow burst down sorcs through their shields before they burst you.

    My PvP stats:
    a4iw1l841w0w.png
    ^
    That is 7x tri-glyphs btw, already sacrificing a lot of damage on this build - which is acceptable on melee build since burst is higher anyway compared to my bow build.

    Relevant CPs: 37 Elemental Defender, 66 Ironclad

    With ele drain light pen and potential cp pen a light armor class won’t have any resistances
    So crits aside you hit true damage on all your skills

    Which should be a 1 shot despite rune cage.

    Curse+ frag + fury + light attack weave + shock is already enough to kill someone with 20-23 k hp prison added dmg is just a small bonus.

    But what isn’t being considered is the lack of sustain in open world when being bogged down by constant dmg and need of ward re casts. Snares. Stun interrupting not bursts.

    Provided that people come in slowly and almost like 1v1’s you can kill them but when you have 5 hitting you all at once it isn’t like you aren’t a stamden who can speed around los q up a sub db and cleave half the group.

    It's not though, I've tested it on Live. You survive Cage combos (barely) on Live even with 20k health - Meteor is a guaranteed kill but can be blocked if you cloak when it's landing.


    Rune Cage dealing 5-6k crit damage however means that where you barely survived before, you now have to get 5-6k more health to get back to status quo & another 1-2k to cover for the increased light attack damage.
  • Minalan
    Minalan
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    Derra wrote: »
    Irylia wrote: »
    Subversus wrote: »
    pieratsos wrote: »
    Leave the dmg as is. Make the cc dodgeable. Probably blockable to so it actually has a counter.

    That would be fine with me balance wise, but sorc needs an undodgeable/unblockable cc, so no.
    Derra wrote: »
    Minalan wrote: »
    DDuke wrote: »
    Murador178 wrote: »
    Murador178 wrote: »
    I have ONE question for all the nervous nelly Sorcs who are asking Rune Cage to be nerfed or re-worked:

    WHERE is Sorc damage supposed to be coming from in the Summerset update? Because what we have now is not enough. This isn't even in dispute, or at least it shouldn't be.

    Basically, my opinion is that anything a Stam Warden should be able to kill, Mag Sorcs should be able to kill, too. Anything a Stamblade should kill in two seconds, should definitely be killable by a Sorc in the 4 seconds our burst takes to set up. Similarly, anybody a Mag DK can kill, I should be able to kill... you get the picture.

    I'm not going to be happy until Sorcs reach parity with the better builds in the game... otherwise, what is the point of playing a Sorc? I don't really care where the damage comes from, it just needs to be there. In my opinion, ZOS doesn't need to be nerfing Rune Cage until an effective alternative is offered.

    The change of runecage --> making a dot e.g. wouldnt need to be a nerf. It could be a nerf on max burst but should increase sorc dps with the goal of making it easier for sorc to kill sword and board tanks. Even on life my problem with sorc is normally not killing dodge spammers its more like perma blockers (since sorc damage per second isnt too high).

    Sure I m ok on having an added dot to rune cage. But there is no way sorc burst is remotely close to what nightblade or warden has on live.

    NB burst is very easy to evade if u know how to... warden burst is the same.

    But its much easier to land and warden in this case does not need an ultimate to burst as well. Anyway that's not the point.

    The point is sorc burst on live is currently not good enough. What's the point of landing a burst if it hits like a wet noodle. Rune cage is one of the options to fill that gap. I am aware its unavoidable damage but I would prefer to have something until alternatives are figured out.

    Lack of burst damage to kill tankier targets is a universal problem on Live (and PTS) - you burst, they heal/shield up ad infinitum. This is nothing new.

    In fact, sorc ranks pretty high when it comes to burst damage (I believe apart from a few gank builds, only stamina warden can pull off more burst damage if they land Shalks & everything).

    What sorcs lack isn't burst, it's pressure - which is why regular sorc builds don't tend to do well in duels for example while pet sorcs dominate them.


    ...and this is exactly why they shouldn't be giving more burst to abilities like Rune Cage, but rather buff skills that would help against tank builds (or buff Rune Cage in a way that helps vs those, not vs non-tank builds that can't avoid the Rune Cage), as well as make pets more viable (i.e. smarter) in Cyrodiil.

    Rune cage on live is actually really good against tanks. How? You force-drop block for a couple of seconds.

    I still think major breach on frags should be a thing rather than damage on cage. All of the nightblades want cage to be a DOT so they can just suppress it with cloak. I’d rather see frags hit harder and fracture, and be able to guarantee a hit with cage:

    Strange - i don´t have as much issues with tanks as i have with other sorcs.
    Breach is literally useless vs shieldstacking (and the nonexistant spellresi beneath).

    I like the cage dmg on pts because it finally allows sorc vs sorc (the most boring matchup in eso history) to end. For that reason i can´t find any appeal in breach on frags. It wouldn´t change anything.

    You have to think about a dot on cage this way - if it´s a 6s dot (with cc immunity being 7s) nbs would have 1s where they could attack.
    It should also procc blood magic which would finally be a reliable way to utilize that stupid currently useless passive.

    Don’t duel sorc v sorc with harness. Those are quick and fun. At least when frag stun was around.

    Can´t tell the tryhard openworld sorc tell to deslot harness after their raidmates stopped chasing though :tongue:

    For that reason i prefer to duel with against harness aswell - haven´t used it myself for a long time but do now bc without groupplay is asinine.
    No point in altering the matchup to a state that doesn´t reflect open world encounters in the slightest.
    Also being used to playing without harness puts you at a huge advantage.

    I’ll de-slot harness as soon as they fix some of the truly ridiculous issues with Sorc sustain and mobility. Our costs are high! We’re not as mobile as any stamina class. Snare snare snare snare snare...

    I mean, if they killed off shield stacking and added some snare removal and an extra protection buff to boundless, I think we’d be set.

  • Chilly-McFreeze
    Chilly-McFreeze
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    Olen_Mikko wrote: »
    Sorcs needed love, they were underperforming and were on a bad spot.

    Would be nice to have class that could gear themselves purely as a dps without needing to use heavy impenetrable armor.

    Would be nice to have a class that can reliably disengage from a battle, should they want.

    Would be nice to have op pets and gear designed for just one class.

    Oh wait

    Can't tell if you are sarcastic about sorcs or self ironic about being "NB enthusiastic".

    But I guess it's just being clueless.
  • Minalan
    Minalan
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    Olen_Mikko wrote: »
    Sorcs needed love, they were underperforming and were on a bad spot.

    Would be nice to have class that could gear themselves purely as a dps without needing to use heavy impenetrable armor.

    Would be nice to have a class that can reliably disengage from a battle, should they want.

    Would be nice to have op pets and gear designed for just one class.

    Oh wait

    Can't tell if you are sarcastic about sorcs or self ironic about being "NB enthusiastic".

    But I guess it's just being clueless.

    “OP pets and gear designed for one class” made me laugh. Like nightblades with shade and Wardens with the bear don’t use necropotence.
  • ak_pvp
    ak_pvp
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    Sad thing is that frag stun will never return. They nearly never reverse mistakes, just keep changing things further.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • PhoenixGrey
    PhoenixGrey
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    Minalan wrote: »
    Derra wrote: »
    Irylia wrote: »
    Subversus wrote: »
    pieratsos wrote: »
    Leave the dmg as is. Make the cc dodgeable. Probably blockable to so it actually has a counter.

    That would be fine with me balance wise, but sorc needs an undodgeable/unblockable cc, so no.
    Derra wrote: »
    Minalan wrote: »
    DDuke wrote: »
    Murador178 wrote: »
    Murador178 wrote: »
    I have ONE question for all the nervous nelly Sorcs who are asking Rune Cage to be nerfed or re-worked:

    WHERE is Sorc damage supposed to be coming from in the Summerset update? Because what we have now is not enough. This isn't even in dispute, or at least it shouldn't be.

    Basically, my opinion is that anything a Stam Warden should be able to kill, Mag Sorcs should be able to kill, too. Anything a Stamblade should kill in two seconds, should definitely be killable by a Sorc in the 4 seconds our burst takes to set up. Similarly, anybody a Mag DK can kill, I should be able to kill... you get the picture.

    I'm not going to be happy until Sorcs reach parity with the better builds in the game... otherwise, what is the point of playing a Sorc? I don't really care where the damage comes from, it just needs to be there. In my opinion, ZOS doesn't need to be nerfing Rune Cage until an effective alternative is offered.

    The change of runecage --> making a dot e.g. wouldnt need to be a nerf. It could be a nerf on max burst but should increase sorc dps with the goal of making it easier for sorc to kill sword and board tanks. Even on life my problem with sorc is normally not killing dodge spammers its more like perma blockers (since sorc damage per second isnt too high).

    Sure I m ok on having an added dot to rune cage. But there is no way sorc burst is remotely close to what nightblade or warden has on live.

    NB burst is very easy to evade if u know how to... warden burst is the same.

    But its much easier to land and warden in this case does not need an ultimate to burst as well. Anyway that's not the point.

    The point is sorc burst on live is currently not good enough. What's the point of landing a burst if it hits like a wet noodle. Rune cage is one of the options to fill that gap. I am aware its unavoidable damage but I would prefer to have something until alternatives are figured out.

    Lack of burst damage to kill tankier targets is a universal problem on Live (and PTS) - you burst, they heal/shield up ad infinitum. This is nothing new.

    In fact, sorc ranks pretty high when it comes to burst damage (I believe apart from a few gank builds, only stamina warden can pull off more burst damage if they land Shalks & everything).

    What sorcs lack isn't burst, it's pressure - which is why regular sorc builds don't tend to do well in duels for example while pet sorcs dominate them.


    ...and this is exactly why they shouldn't be giving more burst to abilities like Rune Cage, but rather buff skills that would help against tank builds (or buff Rune Cage in a way that helps vs those, not vs non-tank builds that can't avoid the Rune Cage), as well as make pets more viable (i.e. smarter) in Cyrodiil.

    Rune cage on live is actually really good against tanks. How? You force-drop block for a couple of seconds.

    I still think major breach on frags should be a thing rather than damage on cage. All of the nightblades want cage to be a DOT so they can just suppress it with cloak. I’d rather see frags hit harder and fracture, and be able to guarantee a hit with cage:

    Strange - i don´t have as much issues with tanks as i have with other sorcs.
    Breach is literally useless vs shieldstacking (and the nonexistant spellresi beneath).

    I like the cage dmg on pts because it finally allows sorc vs sorc (the most boring matchup in eso history) to end. For that reason i can´t find any appeal in breach on frags. It wouldn´t change anything.

    You have to think about a dot on cage this way - if it´s a 6s dot (with cc immunity being 7s) nbs would have 1s where they could attack.
    It should also procc blood magic which would finally be a reliable way to utilize that stupid currently useless passive.

    Don’t duel sorc v sorc with harness. Those are quick and fun. At least when frag stun was around.

    Can´t tell the tryhard openworld sorc tell to deslot harness after their raidmates stopped chasing though :tongue:

    For that reason i prefer to duel with against harness aswell - haven´t used it myself for a long time but do now bc without groupplay is asinine.
    No point in altering the matchup to a state that doesn´t reflect open world encounters in the slightest.
    Also being used to playing without harness puts you at a huge advantage.

    I’ll de-slot harness as soon as they fix some of the truly ridiculous issues with Sorc sustain and mobility. Our costs are high! We’re not as mobile as any stamina class. Snare snare snare snare snare...

    I mean, if they killed off shield stacking and added some snare removal and an extra protection buff to boundless, I think we’d be set.

    Boundless needs to give snare immunity.

    Forward momentum + gap closer >>>>> streak

    I want mag sorc mobility to be on par with stam classes.
  • Ragnaroek93
    Ragnaroek93
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    ak_pvp wrote: »
    Sad thing is that frag stun will never return. They nearly never reverse mistakes, just keep changing things further.

    They removed AoE caps. So don't worry, in three years we will get frag stun back :trollface:
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • twistedmonk
    twistedmonk
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    My only question I have will magsorc going to be overperforming and be the next FOTM?

    thanks!

    I just want an easy to play class that I can faceroll with cuz I'm not a nerd that plays this 24/7
  • PhoenixGrey
    PhoenixGrey
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    My only question I have will magsorc going to be overperforming and be the next FOTM?

    thanks!

    I just want an easy to play class that I can faceroll with cuz I'm not a nerd that plays this 24/7

    Easy to play i m not sure. But the top tier classes will still be stam warden and stam blade. There is no reason for that to change
  • Lynx7386
    Lynx7386
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    I'm mostly interested in going back to a sorc tank with summerset (along with my nightblade returning to a tank build). I used to tank on my sorc with a stamina build, but eventually moved to a dps role - now I'm thinking of trying a magicka tank with some of the new changes.

    I'm particularly interested in the idea of using mechanical acuity (yes, a dps set) as a secondary set on a magsorc tank - it provides stamina as well as magicka, and the 100% crit chance proc every 18 seconds would be a massive amount of self healing paired with power surge and boundless storm.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Aedaryl
    Aedaryl
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    I used to run Hardened ward alone on my sorc before.

    Then I realise anything stamina S&B tanky can break hardened ward in 2 global cooldown with light attack/heroic slash/bash x2.

    Then I realise hardened is underperforming also VS magdk damage build, where the dots + skoria + flame lash destroy the shield also in 2 global cooldown.

    Then I realise I could drastically reduce my magicka recovery with harness in openworld because there is 99% of the time someone hitting you with magicka abilities, making harness free and even more, give you a lot of magicka on top of the refounded the cost.

    Then I realise how mag sorc sustain was the hardest thing to sustain in this entire game.

    Then I realise how our mobility isn't good because anything stamina related can be as mobile as you by using the meta lingering + speed potion and sprint.

    Then I realise sorc wasn't competitive at all VS anything S&B tanky because you don't have acces to defile, making theze build recover their health far too much for no pressure between the burst gameplay sorc have.

    Then I realise sorc wasn't competitive VS magicka NB and VS other mag sorc.

    Then I realise it didn't changed on PTS, anything S&B tanky laught at sorc, making sorc not competitive at all vs anything using S&B.

    Then I downloaded GW2 and having fun on it, even if this game have it's own balance issue.

    Sorc defense is trash when you want to kill people.
    Sorc offense is trash VS 80% of the meta builds (it's good VS stamNB that's why you heard sorc OP damage everywhere).
    Sorc sustain is the worst in the game.
    Sorc being a good potato killer make people blind on how much the class is weak on competitive lvl.

    PS : Nerf the magicka harness bring, make hardened ward stronger and buff sorc sustain and give to sorc defile or good pressure. Make rune cage a dot.
    Edited by Aedaryl on May 5, 2018 6:33AM
  • ezio45
    ezio45
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    Maulkin wrote: »
    I got an idea. I think in the same vain that the counter to Cloak is in the NB skill tree, they should do something with Sorcs against shields.

    You know how there is the Shattering Blows CP option for increasing damage against shields? Imagine if there was Minor/Major version of that...
    - Minor Perforation: Increase your damage against shields by 15%
    - Major Perforation: Increase your damage against shields by 30%

    Then imagine if Frags granted the caster with Major Perforation. It's not an Xv1 buff since the target is not getting more damage from everyone, just from that one opponent whom they have to focus and kill first. And it would stop these endless fights between MagSorcs. The key obviously is to not start adding that buff to all skills like they did with Snares but leave it only on the Sorc.

    As for Cage it could become, not anti-Sorc but an anti tank mechanic. Change the burst to a DoT and add Minor Breach. Would somewhat help in taking down those tanky foes without being OP against everyone squishy.

    if ANY other class get there hands on that buff it would be awful. Id rather it not exist peiriod een for mag sorc to mag sorc battles, sorcs are already squishy in pvp, a
    Aedaryl wrote: »
    I used to run Hardened ward alone on my sorc before.

    Then I realise anything stamina S&B tanky can break hardened ward in 2 global cooldown with light attack/heroic slash/bash x2.

    Then I realise hardened is underperforming also VS magdk damage build, where the dots + skoria + flame lash destroy the shield also in 2 global cooldown.

    Then I realise I could drastically reduce my magicka recovery with harness in openworld because there is 99% of the time someone hitting you with magicka abilities, making harness free and even more, give you a lot of magicka on top of the refounded the cost.

    Then I realise how mag sorc sustain was the hardest thing to sustain in this entire game.

    Then I realise how our mobility isn't good because anything stamina related can be as mobile as you by using the meta lingering + speed potion and sprint.

    Then I realise sorc wasn't competitive at all VS anything S&B tanky because you don't have acces to defile, making theze build recover their health far too much for no pressure between the burst gameplay sorc have.

    Then I realise sorc wasn't competitive VS magicka NB and VS other mag sorc.

    Then I realise it didn't changed on PTS, anything S&B tanky laught at sorc, making sorc not competitive at all vs anything using S&B.

    Then I downloaded GW2 and having fun on it, even if this game have it's own balance issue.

    Sorc defense is trash when you want to kill people.
    Sorc offense is trash VS 80% of the meta builds (it's good VS stamNB that's why you heard sorc OP damage everywhere).
    Sorc sustain is the worst in the game.
    Sorc being a good potato killer make people blind on how much the class is weak on competitive lvl.

    PS : Nerf the magicka harness bring, make hardened ward stronger and buff sorc sustain and give to sorc defile or good pressure. Make rune cage a dot.

    negative but very true :( sorcs are really only good agains nb and anyone that is new to pvp. maybe magplars. dks and heavy armor builds


    think rune cage should be an oblivion damage dot :) (yes im serious)
    Edited by ezio45 on May 5, 2018 7:21AM
  • Emma_Overload
    Emma_Overload
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    Minalan wrote: »
    Olen_Mikko wrote: »
    Sorcs needed love, they were underperforming and were on a bad spot.

    Would be nice to have class that could gear themselves purely as a dps without needing to use heavy impenetrable armor.

    Would be nice to have a class that can reliably disengage from a battle, should they want.

    Would be nice to have op pets and gear designed for just one class.

    Oh wait

    Can't tell if you are sarcastic about sorcs or self ironic about being "NB enthusiastic".

    But I guess it's just being clueless.

    “OP pets and gear designed for one class” made me laugh. Like nightblades with shade and Wardens with the bear don’t use necropotence.

    No kidding. The only gear designed solely with Sorcs in mind is Shield Breaker.

    Edited by Emma_Overload on May 5, 2018 7:58AM
    #CAREBEARMASTERRACE
  • Subversus
    Subversus
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    Irylia wrote: »
    Maulkin wrote: »
    Aedaryl wrote: »
    Rune cage is OP vs builds that use damage shields and vs the squishiest builds.

    Meaning VS :

    -Magsorc
    -Magnb
    - Rollerblade
    - Anything dukke build related since he choose to be squichy for damage
    - anything medium armor without fortified brass or impreg.

    Guess what : expect shield user, sorc is already good killing theze builds.

    As sorc, we want to be competitive VS High mitigation sword and board healing machine. And the damage on rune cage will not kill them, but will kill the already easiest food.

    We want something VS tanky dps, that's mean pressure. By adding a strong dot (or defile ?).

    Mmm strongly disagree. MagSorc on live, is not good at killing MagSorcs. The fact that both Sorcs double-stack Hardened with Harness and that the burst rotation is highly, highly telegraphed means that Sorcs of similar level will almost always have a stalemate.

    If I meet another MagSorc on the current Live build, I can tell from the first 5-6" if it's going a to be a quick fight due to a huge difference in skill/experience/CP/build or if it's going to be a 15 minute fight that I might as well just walk away from.

    So what this skill changes, is that it makes it possible to burst shield-stackers whereas you couldn't really do that before. Not sure if that helps against heavy builds.
    Need no harness sorc duels
    Subversus wrote: »
    Feanor wrote: »
    Can I get a TL;DR for the last 10 pages? I’m disappointed in the 4.0.2 patch notes.

    Disappointed in what? Have you even played sorc on the pts? Sorc is op on the pts.

    Lol k *wades through snares*
    *streaks x times w/ Stam class gap closing*
    DDuke wrote: »
    ak_pvp wrote: »
    Aedaryl wrote: »
    ak_pvp wrote: »
    DDuke wrote: »
    Kilandros wrote: »
    DDuke wrote: »
    https://forums.elderscrollsonline.com/en/discussion/410203/pts-patch-notes-v4-0-2/p1
    Decreased the damage done by all Light Attacks by approximately 20%.

    This did not affect Overload LAs btw, in case anyone was wondering.

    Pre-patch: 16 351 dmg
    After: 16 351 dmg

    This could just be a bug. You did also claim that 3-second Power Lash heal was a "feature" when everyone told you it was bugged. Funny you didn't have anything to say when it got fixed.

    I don't know how you construe my post to mean anything, I'm simply saying Overload LA wasn't affected by the change in latest patch to inform & save people testing time - I'm not going to comment on whether that's a bug or not, or if it's a good or a bad thing.

    Power Lash losing its longer heal duration was regrettable, and I'm quite sure I wrote that publicly somewhere (not that I'm required to or anything).

    I did say something else too: I said mDK would still do great after the patch, and that turned out to be 100% accurate (even when they don't get a free kill on dodge rollers anymore).
    In the same vein, sorcs are doing great vs dodge rollers on Live, they don't need buttons that guarantee free kills.


    If you died because of power whip, an ability with a highly telegraphed setup that takes 3 gcds to hit, and could be stopped by rolling the first whip, not being ccd, outranging, cloaking, purging the root.

    It was an l2p issue.

    Also DK, the class without a reliable finisher and the most class defining nerfs took yet another nerf, its far from good, but its not bottom tier anymore because other classes suck a bit too, and the DK players are almost all long tims class mains going against FOTMs.

    Eh whatever. The NB bias is high. Sorc shouldn't have an unblocked CC and a hard hitting ult but NB can keep fear and incap. (both skills I have no issue with)

    Can we please stay on the sorc topic in this SORCERER FEEDBACK thread ?

    Its less the feedback I am on about, more a character assessment. DDuke likes nerfing things that hurt NB. I still vote curse gets the CC. Because then it has to be timed and is telegraphed, so can be prepared for if necessary, is different to petrify, saves a slot and mag, and works similar to the the old curse, fury, frag stun in landing.

    I don't nerf things, Zenimax does.


    And last I remember the change to Power Lash was under "bug fixes". Also, last I remember no dodge roll build could live past 20 seconds vs my mDK & I fought some of the best players EU has to offer on my mDK to confirm that.

    I even asked people claiming the opposite (including you, if I recall correctly) to log on to their stamina characters and give it a shot, because all my calculations & past experiences pointed at survival on a dodge roll build vs a high dmg mDK with undodgeable Power Lash being impossible.

    Of course, as suspected, it was easier for people to defend broken mechanics & dispute facts on the forums than actually prove their point in game.

    And what do you know, mDK is still doing perfectly fine after that change: still capable of killing dodge rollers (not just nightblades) without being completely broken against them, still capable of 1v1 against anyone, still capable of 1vX against anyone, still has good grp synergy, good dmg if built for that & good tankiness if built for that.

    The very first fight in Cyrodiil I had on my mDK logging in after Dragon Bones was a 1v8, which I won.


    Obviously, in order to fully understand how strong mDK was vs medium armor builds, you would've had to play an actual strong mDK build - which you clearly didn't.

    Conclusion: I don't think I'm the one with "l2p issues" here.


    So please leave your "character assessments" at home please & stay on topic (feedback on Sorcerer, not DK).

    Didn’t information broker slaughter you?
    I don’t think you are nearly as good as you think. Bg’s vs pugs has given you a false illusion of skill.

    I slaughtered information broker, does that make me good?
  • Aebaradath
    Aebaradath
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    My only question I have will magsorc going to be overperforming and be the next FOTM?

    thanks!

    I just want an easy to play class that I can faceroll with cuz I'm not a nerd that plays this 24/7
    Just roll a Sorc if you want easy mode and steamroll through nearly all the content.
  • Tasear
    Tasear
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    Will anyone be switching to emproward ward with the changes?
  • Joy_Division
    Joy_Division
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    Tasear wrote: »
    Will anyone be switching to emproward ward with the changes?

    If I had a dedicated PvE sorcerer probably. As it is I usually run Harness for PvE content. PvP I need every single point on that Hardened shield that I can get.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • DPShiro
    DPShiro
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    Tasear wrote: »
    Will anyone be switching to emproward ward with the changes?

    I have always used Empowered Ward, the shield is more than enough and don’t need any points in Bastion.
    Unless you are potato.
    Edited by DPShiro on May 5, 2018 5:52PM
    ~ Gryphon Heart ~
    ~ Immortal Redeemer ~
    ~ Grand Master Crafter ~
    ~ Master Angler ~
    ~ Former Emperor ~
  • Ankael07
    Ankael07
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    ToRelax wrote: »
    Murador178 wrote: »
    I have ONE question for all the nervous nelly Sorcs who are asking Rune Cage to be nerfed or re-worked:

    WHERE is Sorc damage supposed to be coming from in the Summerset update? Because what we have now is not enough. This isn't even in dispute, or at least it shouldn't be.

    Basically, my opinion is that anything a Stam Warden should be able to kill, Mag Sorcs should be able to kill, too. Anything a Stamblade should kill in two seconds, should definitely be killable by a Sorc in the 4 seconds our burst takes to set up. Similarly, anybody a Mag DK can kill, I should be able to kill... you get the picture.

    I'm not going to be happy until Sorcs reach parity with the better builds in the game... otherwise, what is the point of playing a Sorc? I don't really care where the damage comes from, it just needs to be there. In my opinion, ZOS doesn't need to be nerfing Rune Cage until an effective alternative is offered.

    The change of runecage --> making a dot e.g. wouldnt need to be a nerf. It could be a nerf on max burst but should increase sorc dps with the goal of making it easier for sorc to kill sword and board tanks. Even on life my problem with sorc is normally not killing dodge spammers its more like perma blockers (since sorc damage per second isnt too high).

    ^This.
    Also, Sorc is seriously lacking in access to healing (outside of pets) and alternatives to shields (which are mandatory for pets as well). If we had a dark magic DoT that could trigger blood magic not just on the initial cast but all ticks, it would help with both healing and pressure.

    Dont forget that Power Surge doesnt even synergize with mSorcs because we dont have a properly reliable DOT skill in the class.
    Tasear wrote: »
    Will anyone be switching to emproward ward with the changes?

    Not as long as it continues to remove Rapid Maneuver each time you cast near an ally.
    If you want me to reply to your comment type @Ankael07 in it.
  • Tasear
    Tasear
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    Ankael07 wrote: »
    ToRelax wrote: »
    Murador178 wrote: »
    I have ONE question for all the nervous nelly Sorcs who are asking Rune Cage to be nerfed or re-worked:

    WHERE is Sorc damage supposed to be coming from in the Summerset update? Because what we have now is not enough. This isn't even in dispute, or at least it shouldn't be.

    Basically, my opinion is that anything a Stam Warden should be able to kill, Mag Sorcs should be able to kill, too. Anything a Stamblade should kill in two seconds, should definitely be killable by a Sorc in the 4 seconds our burst takes to set up. Similarly, anybody a Mag DK can kill, I should be able to kill... you get the picture.

    I'm not going to be happy until Sorcs reach parity with the better builds in the game... otherwise, what is the point of playing a Sorc? I don't really care where the damage comes from, it just needs to be there. In my opinion, ZOS doesn't need to be nerfing Rune Cage until an effective alternative is offered.

    The change of runecage --> making a dot e.g. wouldnt need to be a nerf. It could be a nerf on max burst but should increase sorc dps with the goal of making it easier for sorc to kill sword and board tanks. Even on life my problem with sorc is normally not killing dodge spammers its more like perma blockers (since sorc damage per second isnt too high).

    ^This.
    Also, Sorc is seriously lacking in access to healing (outside of pets) and alternatives to shields (which are mandatory for pets as well). If we had a dark magic DoT that could trigger blood magic not just on the initial cast but all ticks, it would help with both healing and pressure.

    Dont forget that Power Surge doesnt even synergize with mSorcs because we dont have a properly reliable DOT skill in the class.
    Tasear wrote: »
    Will anyone be switching to emproward ward with the changes?

    Not as long as it continues to remove Rapid Maneuver each time you cast near an ally.

    Sounds like a bug? Maybe it will get looked?
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