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[Class Rep] Sorcerer Feedback Thread

  • WeylandLabs
    WeylandLabs
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    As the first true orc ( no race change ) Stam Sorc on AD ps4na with over 200 days on Stam and over 150 days on Mag I'd like to ask the Class Representative this.

    I feel we are balanced enough to have more utility with maybe a stam version to remove negative effects. And a morphed Ult that can be physical damage ( Any for that matter ) ideas welcome.

    I like to see Sorcs Stam/Mag have utility rather than having dps or heals. And there should be a higher amount of stam morph that based on physical. And id say just show a lil bit more love in the passives toward stam.

    And please don't touch implosion that's all we got to help us Stam Sorcs it's rough out here !
    Edited by WeylandLabs on June 5, 2018 5:39AM
  • Priyasekarssk
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    Voxicity wrote: »
    Overpowered class with the highest burst damage, highest sustain and highest defence

    Also streak is too effective and needs an even higher cost increase

    Overpowered class with the highest burst damage, highest sustain and highest defence
    Rofl. Play the tutorials NBs.
    Magic sorc is easily underpowered class probably behind Magicka warden. In PVE NBs requires serious nerf or buff other classes. NBs easily outperform other classes by huge 15K dps . No wonder all Trial dps is only NBs. All other classes dps instant kick . In PVP except NB no other class can kill in 2 seconds.
    Many sorc already left the class including me.
    Still noob NBs not worry about the game and looking for more cheese. I am cheese lover. 50k dps from NB is really nice. I love to kick other class dps. ZOs love for NB will continue forever even all become NBS. Its waste of time to even discuss other classes.
    My advice : - All switch to NB main. Trust me you dont regret. I didnt.

    Edited by Priyasekarssk on June 6, 2018 6:20PM
  • SirMewser
    SirMewser
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    Twilight Tormentor needs help... :|
  • PromiscuousNun
    Speaking PvE only:

    1: Sorcs need a sustain boost. Especially MagSorc.

    2: Frags are ok in pvp, and not ok in pve. Buff accordingly ;)


    The rest is balanced ok-ish imho….Cheers!
    PC -EU
  • mattgproctorb14_ESO
    I only have one concern, and that's pets. But I'll break it down into 2 parts.

    1. If pets are going to be a liability in trials by doing things like setting off mechanics and interrupting dps rotations by needing to be resummoned constantly, then non pet sorcs need to be able to pull off similarly high numbers. It's ridiculous that the highest damage spec can't be used in the hardest content.

    2. I don't know how you'd balance pets dying vs being ridiculously immortal, but something really needs to be done about that. Especially the winged twilight healing pet. I would LOVE to heal as a sorcerer, and I LOVE that heal on the sorcerer, but I DO NOT love when I go to heal someone and they die because my healing pet I don't even care is doing damage managed to die for the 14th time that fight. There's got to be something you can do. Look, I understand you want players to be "responsible" for their pets, but I can't stop my pet from dying and I need that heal to be reliable when I'm healing. Offensive pets for damage builds shouldn't die so much either. it makes playing pets tedious at best, unreliable and annoying at worst.
  • saggyspandex
    saggyspandex
    Soul Shriven
    I mainly play pve so for me stam sorc ia hurting the most.

    1. Sustain for stam sorcs is real, real bad. And with changes to off balance and light attacks last couple patches, now we are punished for heavy attacking. I like the change to bound armaments but it’s not enough when we still have to heavy attack because our sustain is so poor.

    2. Class stam abilities. Stam sorcs have to lean on weapon skill lines so much bound armaments and hurricane are not enough. Even passives in the sorcs tool kit don’t help stam sorcs as much as mag.
  • Tannus15
    Tannus15
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    Voxicity wrote: »
    Overpowered class with the highest burst damage, highest sustain and highest defence

    Also streak is too effective and needs an even higher cost increase

    Overpowered class with the highest burst damage, highest sustain and highest defence
    Rofl. Play the tutorials NBs.
    Magic sorc is easily underpowered class probably behind Magicka warden. In PVE NBs requires serious nerf or buff other classes. NBs easily outperform other classes by huge 15K dps . No wonder all Trial dps is only NBs. All other classes dps instant kick . In PVP except NB no other class can kill in 2 seconds.
    Many sorc already left the class including me.
    Still noob NBs not worry about the game and looking for more cheese. I am cheese lover. 50k dps from NB is really nice. I love to kick other class dps. ZOs love for NB will continue forever even all become NBS. Its waste of time to even discuss other classes.
    My advice : - All switch to NB main. Trust me you dont regret. I didnt.

    gahahahhahahahhaha.

    Apparently skelly cheese is the appropriate way to assess class balance. Nice one mate.

    Stamsorc is the worst stam dps int he game because they can't apply major fracture to the skelly on their own. So good.
    Please, continue.
  • Transairion
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    Look, I understand you want players to be "responsible" for their pets, but I can't stop my pet from dying and I need that heal to be reliable when I'm healing.

    Conjured/Empowered/Hardened Ward is designed to protect you and your summons at the same time, and using Empowered Ward (the weaker ward) my pets survive everything in PvE outside oneshot mechanics. The tools to keep them up are actually there, I'm not sure it's fair to call them easily killed if you're running say Harness Magicka as your shield instead.

    After all, if they have 100% uptime WITHOUT being warded by the shield in their own skill line designed for them, then what's the point of that shield?


    My Sorcerer pain points have also been touched on already:

    1) Pets and Dungeon/Trial mechanics need to be consistent

    vAA and vHRC both had their "damage on group" mechanics removed from spreading via summoned pets because it often led to player deaths and build exclusions as a result... Chain Lightning (vAA) and Starfall (vHRC) respectively being changed in the Clockwork City patch. However, vSO's World Shaper was untouched which causes group chaos when a pet gets targeted and ALSO requires them all be resummoned after firing.

    In this same patch, Asylum Sanctorium was added which has it's OWN "damage on group" mechanic which once again... spreads via summoned pets and kills players, leading to build exclusions yet again. The same issue that took years to be addressed for vAA and vHRC. Here we are in Summerset patch and Vet Cloudest reportedly has it's own mechanic that spreads via pets and thus leads to build exclusions. Only Wardens and Sorcerers are effected by these exclusions to major parts of their kit, regardless of their DPS or player skill.

    Quite simply, there needs to be NO MECHANICS in any Trial or dungeon where a summoned pet can gain "spreading effects" intended to force players to behave a certain way. If it was good enough to remove from vAA and vHRC, it should be enough to remove them from all Trials. Trial wipes need to be because of player error, not because someone summoned a pet and it ran a oneshot mechanic through six people. Sorcerers and Wardens alike should NOT be excluded from using their class abilities in certain content, period when the other classes have no restrictions.

    If Dragonknights suddenly walked into a Trial and all fire damage would be reflected onto the group, wouldn't they be up in arms?


    2) Bad since release pet morphs

    Twilight Tormentor has been a terrible morph since I first began playing. +50% damage is great, but in the context of "only works for half the HP bar" and "the Tormentor only attacks every few seconds" it becomes quite lackluster... and then you realize that when a target is below the 50% HP cutoff for damage boost, the Twilight Tormentor has no active ability anymore.

    Meanwhile the Twilight Matriarch has the exact same base damage and an amazing burst heal to multiple targets, with it's active ability always available to you. When Twilight Tormentor's active is not in use/below HP threshold, it's literally the same as the Matriach but without the burst heal. So why ever take the Tormentor?

    Tormentor morph badly needs a damage boost (base damage or Active damage), to apply some kind of buff/debuff while slotted/attacking or even a complete redesign. There has to be some reason to choose this, but it's been a non-choice forever with this "damage morph" struggling to stay ahead of the Matriach healing morph.



    Summon Charged Antronach is in a similar boat, if that boat was a rotting hulk beneath the ocean's surface. This morph is just horrendously bad, I would even say "noob trap" bad because it sounds so good on paper:
    The atronach zaps the closest enemy, dealing X Shock Damage every 1 second, and periodically deals X Shock Damage to enemies around it.

    Unfortunately, the "AOE" portion is laughably bad at hitting targets and doing any meaningful damage: the last time I used it (which was a long time ago mind you) I dropped it between 6 targets dummies in a circle at a friends house and it... failed to hit a single one with the AOE it produced. All AOE bolts just flew off between the crowd of dummies. I don't think I've used it since the AOE was "fixed", but I haven't heard anything good about the morph either so make of that what you will.

    Now please understand that the AOE being weak isn't the worst part, oh no... you see, to actually fire the AOE portion the morph HAS TO STOP USING THE SINGLE TARGET BEAM to "channel" the AOE... which means it stops doing damage. Multiple times over its duration, which so happens to be 7 seconds shorter than the Greater morph variant. In essence the Charged Antronach CC's itself constantly, doing nothing for several seconds as it does that piddly AOE then starts single target again. Best case scenario for this morph has it AOEing in the middle of a huge pack of mobs but... er... Destruction Staff Ultimate exists, yeah? Charged Antronach doesn't even have a niche to itself, it's not good... I dare say it's not even DECENT at anything at all.

    The out-of-nowhere "Charged Antronach has more health" patch note from Summerset did nothing, because Antronachs in general TIME OUT before they die from combat in most occasions to begin with. Especially Charged with it's lower duration. Solutions? Well that's hard to say, frankly the morph needs a COMPLETE REDESIGN it's that bad. A physical damage dealing "Air Antronach" with an AOE spin (see Hel Ra Citadel's first boss) has been suggested a few times around, primarily as a Stam Sorc option. I'm afraid I really don't have much other than that, except perhaps the Charged Antronach gaining a MASSIVE AOE radius so it actually hits something.

    Perhaps also consider the Antronachs as a whole both being granted actual movement, even if it is a slow walk: at present the biggest counter players have for the Antronach (which can be killed AND CC'd) is just walking away from it and it does nothing until it expires.

    Edited by Transairion on June 7, 2018 4:24PM
  • BaylorCorvette
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    Perhaps also consider the Antronachs as a whole both being granted actual movement, even if it is a slow walk: at present the biggest counter players have for the Antronach (which can be killed AND CC'd) is just walking away from it and it does nothing until it expires.[/b]

    Since AI movement kind of sucks, maybe give the Antronach the DK Shifting Standard treatment. That way it will allow players to move it somewhere useful, rather than letting AI take over. Particularly useful in PvP, should the ultimate ever be useful there.
    Supreme Leader Corvette - StamSorc
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  • Priyasekarssk
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    Speaking PvE only:

    1: Sorcs need a sustain boost. Especially MagSorc.

    2: Frags are ok in pvp, and not ok in pve. Buff accordingly ;)


    The rest is balanced ok-ish imho….Cheers!

    Little bit damage buff to Frags is required Its only dps skill for scorc and its not spammable. Every other class more or less have spammable skill with CC. Snare removal.

    Pets needs a lot of fix. Pets are garbage and has to be reworked from end to end. 7K heal from clanfear LOL. Pets spread chain damages LOL.

    Edited by Priyasekarssk on June 8, 2018 3:33PM
  • CasNation
    CasNation
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    Everyone's mentioned stuff I agree with already, So I'll add ones I haven't really seen:

    1) Bound Armor is extremely niche, and doesnt feel very good to use. It has extremely narrow applications, and most of the time is still just a boring dead slot on my bar to boost magicka.

    2) Daedric Tomb is a super costly ability that doesnt see much play and feels awkward to use. It has the potential to be a really cool spammable if the awkward travel time was removed, and the spread of the mines was tightened up to allow for more consistent hits.
    PC NA AD
    Gamma Fyr: Dunmer Sorcerer Stamina DPS (the Missing Sister...props to those who get the reference)
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  • WeylandLabs
    WeylandLabs
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    Maybe on hurricane they can lessen the damage and put a utility to remove 1 negative effect every 2 seconds for the duration of hurricane.

    That would be awesome ! But that code might be too much for them to handle id settle with just not freezing right now tbh. Kinda pathetic but facts are facts.
  • Chilly-McFreeze
    Chilly-McFreeze
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    Maybe on hurricane they can lessen the damage and put a utility to remove 1 negative effect every 2 seconds for the duration of hurricane.

    That would be awesome ! But that code might be too much for them to handle id settle with just not freezing right now tbh. Kinda pathetic but facts are facts.

    Reduce the damage on the only damaging ability the class has? After it was nerfed down 75% already? I don't know. I'd rather see utility added to some of the 3-4 other class skills stam sorcs use.
  • Strider__Roshin
    Strider__Roshin
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    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.
  • Gprime31
    Gprime31
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    Make shields critable so they are balanced! Not bs op stacking
  • Biro123
    Biro123
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    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Cage would go back to never ever being used, as reach would be just better in all ways.
    Make wrath the same as impale you mean? Yay for class diversity!
    Minalan owes me a beer.

    PC EU Megaserver
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    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Minalan
    Minalan
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    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Lol. Hilarious NB feedback in a Sorc thread.

    How about we delete cloak from the game as well?
  • ak_pvp
    ak_pvp
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    Minalan wrote: »
    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Lol. Hilarious NB feedback in a Sorc thread.

    How about we delete cloak from the game as well?

    Whilst I disagree with the wrath comment, cage shouldn't exist and I have said this from the start. A class with that level of delayed burst shouldn't have a guaranteed hit. DKs and NBs, whilst having high potential burst, don't have 4 easily well timed hard hitting burst abilities from range.

    The problem of sorcs burst hitting was a thing since the removal of frags, hence the use of clench, but that doesn't mean they should add something that makes it guaranteed.

    Its also another way to communize DKs, which is triggering.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Thogard
    Thogard
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    Minalan wrote: »
    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Lol. Hilarious NB feedback in a Sorc thread.

    How about we delete cloak from the game as well?

    WHY NOT BOTH?
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
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  • Chilly-McFreeze
    Chilly-McFreeze
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    ak_pvp wrote: »
    Minalan wrote: »
    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Lol. Hilarious NB feedback in a Sorc thread.

    How about we delete cloak from the game as well?

    Whilst I disagree with the wrath comment, cage shouldn't exist and I have said this from the start. A class with that level of delayed burst shouldn't have a guaranteed hit. DKs and NBs, whilst having high potential burst, don't have 4 easily well timed hard hitting burst abilities from range.

    The problem of sorcs burst hitting was a thing since the removal of frags, hence the use of clench, but that doesn't mean they should add something that makes it guaranteed.

    Its also another way to communize DKs, which is triggering.

    I can understand that from your perspective but also look at it from a different angle. Sorcs really struggle against anything tanky because they lack pressure and debuffs. The unblockable stun is a way to at least put a dent into them. Also frags and pulse/reach can be completely negated via a single dodge roll, leaving wrath unable to proc and only curse and meteor are "garantueed hits" without cage.

    Is the garantueed damage on cage overkill? Yes, because it hurts non-tanks much more than those who are forced to drop block. Did I see anyone complain about cage it before the damage change? Not so much. Why? Because people didn't used it over reach, which they used in the first place bc frags lost their stun. Frags and reach had counterplay to their cc+damage.

    After all I'm okay with an unblockable & undodgeable cc, as long as it doesn't add (much own) damage to the burst, which cage sadly does. If they gave frags their old power back sorcs had to choose between them and cage, which would lessen the strain cage puts on non-tanky dodge rollers without nerfing cage back into oblivion.
  • Vapirko
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    As a long time stamina player recently moved to Mag Sorc and loving it for PvP and PvE, I have no idea what people are talking about when they say sustain is terrible. I’m playing an argonian and have no issues so BiS races are going to have more recovery andax stat. Maybe I could see a problem with longer PvE boss battles but they certainly don’t seem any worse off than other classes, and I would not say that stamina sustain is noticeably better with the exception of classes like Stamina DK due to their heavy attack rotation. I would agree that Stam Sorc sustain is an issue because if you don’t slot bound armaments you have terrible stats.
    Edited by Vapirko on June 9, 2018 11:45AM
  • Strider__Roshin
    Strider__Roshin
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    Minalan wrote: »
    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Lol. Hilarious NB feedback in a Sorc thread.

    How about we delete cloak from the game as well?

    Magsorc is my third most played class in PvP. And sure, I have zero issues with cloak being deleted. Less detection pots I'll have to use :smiley:
    Edited by Strider__Roshin on June 9, 2018 12:29PM
  • Strider__Roshin
    Strider__Roshin
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    Biro123 wrote: »
    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Cage would go back to never ever being used, as reach would be just better in all ways.
    Make wrath the same as impale you mean? Yay for class diversity!

    It has 28 meters of range and it damages; people will use it. It's too strong in its current state.
  • Aedaryl
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    We all know rune cage should get it's tooltip doubled and became damage over time (having something like 16k tooltip over 8s on high damage build).

    It would solve the cheesy burst.

    It would solve the lack of sorc pressure.

    But well, they forgot to speak about that in their meeting right ?
  • themaddaedra
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    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Mage's Wrath is not even an ult tho.
    PC|EU
  • Emma_Overload
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    ak_pvp wrote: »
    Minalan wrote: »
    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Lol. Hilarious NB feedback in a Sorc thread.

    How about we delete cloak from the game as well?

    Whilst I disagree with the wrath comment, cage shouldn't exist and I have said this from the start. A class with that level of delayed burst shouldn't have a guaranteed hit. DKs and NBs, whilst having high potential burst, don't have 4 easily well timed hard hitting burst abilities from range.

    The problem of sorcs burst hitting was a thing since the removal of frags, hence the use of clench, but that doesn't mean they should add something that makes it guaranteed.

    Its also another way to communize DKs, which is triggering.

    I can understand that from your perspective but also look at it from a different angle. Sorcs really struggle against anything tanky because they lack pressure and debuffs. The unblockable stun is a way to at least put a dent into them. Also frags and pulse/reach can be completely negated via a single dodge roll, leaving wrath unable to proc and only curse and meteor are "garantueed hits" without cage.

    Is the garantueed damage on cage overkill? Yes, because it hurts non-tanks much more than those who are forced to drop block. Did I see anyone complain about cage it before the damage change? Not so much. Why? Because people didn't used it over reach, which they used in the first place bc frags lost their stun. Frags and reach had counterplay to their cc+damage.

    After all I'm okay with an unblockable & undodgeable cc, as long as it doesn't add (much own) damage to the burst, which cage sadly does. If they gave frags their old power back sorcs had to choose between them and cage, which would lessen the strain cage puts on non-tanky dodge rollers without nerfing cage back into oblivion.

    What do you think about changing Rune Cage damage to a DOT? Sorcs don't have many DOTs, and that would solve the problem of "extra" burst from Rune Cage.
    #CAREBEARMASTERRACE
  • Chilly-McFreeze
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    ak_pvp wrote: »
    Minalan wrote: »
    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Lol. Hilarious NB feedback in a Sorc thread.

    How about we delete cloak from the game as well?

    Whilst I disagree with the wrath comment, cage shouldn't exist and I have said this from the start. A class with that level of delayed burst shouldn't have a guaranteed hit. DKs and NBs, whilst having high potential burst, don't have 4 easily well timed hard hitting burst abilities from range.

    The problem of sorcs burst hitting was a thing since the removal of frags, hence the use of clench, but that doesn't mean they should add something that makes it guaranteed.

    Its also another way to communize DKs, which is triggering.

    I can understand that from your perspective but also look at it from a different angle. Sorcs really struggle against anything tanky because they lack pressure and debuffs. The unblockable stun is a way to at least put a dent into them. Also frags and pulse/reach can be completely negated via a single dodge roll, leaving wrath unable to proc and only curse and meteor are "garantueed hits" without cage.

    Is the garantueed damage on cage overkill? Yes, because it hurts non-tanks much more than those who are forced to drop block. Did I see anyone complain about cage it before the damage change? Not so much. Why? Because people didn't used it over reach, which they used in the first place bc frags lost their stun. Frags and reach had counterplay to their cc+damage.

    After all I'm okay with an unblockable & undodgeable cc, as long as it doesn't add (much own) damage to the burst, which cage sadly does. If they gave frags their old power back sorcs had to choose between them and cage, which would lessen the strain cage puts on non-tanky dodge rollers without nerfing cage back into oblivion.

    What do you think about changing Rune Cage damage to a DOT? Sorcs don't have many DOTs, and that would solve the problem of "extra" burst from Rune Cage.

    I'd be totally fine with it as long as it can proc the Blood Magic healing. Would help with the lack of HoTs the class has.
  • Biro123
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    Daus wrote: »
    Biro123 wrote: »
    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Cage would go back to never ever being used, as reach would be just better in all ways.
    Make wrath the same as impale you mean? Yay for class diversity!

    It has 28 meters of range and it damages; people will use it. It's too strong in its current state.

    But reach gives you your 8% damage buff from destro passive, and can be used to do damage when your opponent has cc-immunity, whereas cage cannot.
    Nobody will use cage for its poor damage component when half the time you cannot cast it and the other half it gets blocked or dodged..
    Minalan owes me a beer.

    PC EU Megaserver
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  • Minalan
    Minalan
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    ak_pvp wrote: »
    Minalan wrote: »
    Daus wrote: »
    Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.

    Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.

    Lol. Hilarious NB feedback in a Sorc thread.

    How about we delete cloak from the game as well?

    Whilst I disagree with the wrath comment, cage shouldn't exist and I have said this from the start. A class with that level of delayed burst shouldn't have a guaranteed hit. DKs and NBs, whilst having high potential burst, don't have 4 easily well timed hard hitting burst abilities from range.

    The problem of sorcs burst hitting was a thing since the removal of frags, hence the use of clench, but that doesn't mean they should add something that makes it guaranteed.

    Its also another way to communize DKs, which is triggering.

    I can understand that from your perspective but also look at it from a different angle. Sorcs really struggle against anything tanky because they lack pressure and debuffs. The unblockable stun is a way to at least put a dent into them. Also frags and pulse/reach can be completely negated via a single dodge roll, leaving wrath unable to proc and only curse and meteor are "garantueed hits" without cage.

    Is the garantueed damage on cage overkill? Yes, because it hurts non-tanks much more than those who are forced to drop block. Did I see anyone complain about cage it before the damage change? Not so much. Why? Because people didn't used it over reach, which they used in the first place bc frags lost their stun. Frags and reach had counterplay to their cc+damage.

    After all I'm okay with an unblockable & undodgeable cc, as long as it doesn't add (much own) damage to the burst, which cage sadly does. If they gave frags their old power back sorcs had to choose between them and cage, which would lessen the strain cage puts on non-tanky dodge rollers without nerfing cage back into oblivion.

    What do you think about changing Rune Cage damage to a DOT? Sorcs don't have many DOTs, and that would solve the problem of "extra" burst from Rune Cage.

    We asked for a DOT, because it would proc surge heals, something we need. And it would let us use skoria, which would be awesome - but don’t tell anyone.

    Nightblades even asked that it be turned into a DOT, since they can hide and suppress it.

    ZOS didn’t listen.
    Edited by Minalan on June 9, 2018 8:03PM
  • idwilson
    idwilson
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    I'll be boring and write that I have no issues with it, but I PvP not PvE and I find the utility provided by having an extra skill line alongside a lot of fun area and finishing to be the most fun I've had in Cyro; can survive, sustain (choose the right gear and drink) and contribute to a group in so many ways. Not so good at 1v1, but I've other classes for that and who wants everything.

    StamSorc??? Doesn't even sound right.

    I guess it would be nice to run for longer.

    Cannot really comment on trials having never done one in a group.
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