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Sorcs are no longer OP

  • AhPook_Is_Here
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    DenMoria wrote: »
    as long as there are whiny nightblades, sorcs will always be OP

    And vice-versa! That's what makes this forum such a joy. That and the constant complaining from the PvPers.

    The trick is having both; then you always have something to complain about.
    “Whatever.”
    -Unknown American
  • Peekachu99
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    Defensive Rune is the better option tbh. Last 2m (lol—longest buff in the game?) Don’t even have to see the opponent and messes up those NB gankers. Just recast it every time its gone and you have a free stun ever 5s on every opponent around you. Scales well since it rotates the stun through those who are/ aren’t immune.
  • Drakkdjinn
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    Vahrokh wrote: »
    Drakkdjinn wrote: »
    Vahrokh wrote: »
    Unblockable/Undodgable I can live with.
    Damage was fine the way it was.

    Not 5s though.
    Not 40m though.

    Change to:

    3s
    14m

    That's all I have for input.

    Ranged class is ranged.
    If they nerf gap closers to 5m (melee class is melee) then Ok.

    If that's your logic then I want ranged attacks to behave like ranged attacks, no homing on targets, you actually have to aim, and predict enemy movement with projectiles since you can spam them from safety, and I should be able to sidestep them if I see them coming instead of dodgerolling or relying on evasion mechanics, quick tap of the WASD and their null.

    How bout dat?

    cash-me-ousside.jpg

    You up for it? Doubtful.


    I am up for it, ESO is not the only MMO I have played nor the hardest. Most sorc attacks are a cone or a ranged circle anyway.

    Good on ya, so when that happens, you'll be allowed claim "melee is melee" & "ranged is ranged" - until then, you're off-base.
  • DanteYoda
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    Even with both those nerfs they still out perform poor wardens...
  • Vahrokh
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    Drakkdjinn wrote: »
    Vahrokh wrote: »
    Drakkdjinn wrote: »
    Vahrokh wrote: »
    Unblockable/Undodgable I can live with.
    Damage was fine the way it was.

    Not 5s though.
    Not 40m though.

    Change to:

    3s
    14m

    That's all I have for input.

    Ranged class is ranged.
    If they nerf gap closers to 5m (melee class is melee) then Ok.

    If that's your logic then I want ranged attacks to behave like ranged attacks, no homing on targets, you actually have to aim, and predict enemy movement with projectiles since you can spam them from safety, and I should be able to sidestep them if I see them coming instead of dodgerolling or relying on evasion mechanics, quick tap of the WASD and their null.

    How bout dat?

    cash-me-ousside.jpg

    You up for it? Doubtful.


    I am up for it, ESO is not the only MMO I have played nor the hardest. Most sorc attacks are a cone or a ranged circle anyway.

    Good on ya, so when that happens, you'll be allowed claim "melee is melee" & "ranged is ranged" - until then, you're off-base.

    I am so off-base, that the game works like I say and not like you say.

    Said that, I don't even have Rune Cage morphed and am not planning to use it.

    It's WAY sweeter to extract saltier tears by using the old ways. Because there won't be any "whaaaa he used Rune Cage" excuse. Just suckage to explain the death.
    Edited by Vahrokh on July 11, 2018 12:58AM
  • Kadoin
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    Peekachu99 wrote: »
    Defensive Rune is the better option tbh. Last 2m (lol—longest buff in the game?) Don’t even have to see the opponent and messes up those NB gankers. Just recast it every time its gone and you have a free stun ever 5s on every opponent around you. Scales well since it rotates the stun through those who are/ aren’t immune.

    Nah, rune cage better because you can spam it on a zerg and do it from stealth. 2 minute buff for what? On sorc you should have enough mag regen / other sustain method to recoup the cost of rune cage quickly. I love spamming it on a zerg from the top keeps or stealth. Never gets old and I never run out of magicka doing it (until its really nerfed). Oh speedy hybrid sorc build, its even more "fun". Attack someone and when I'm about to die, roll + rune cage + run out of range -> heal -> come back and rinse, repeat. That's better than being an NB I tell you...No build can really counter it.
  • Exodium
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    Zos hasn't addressed anything about sorcs. Rune cage remains the most broken cc in the game with a 40m range that renders you useless.

    Stam classes will continue to struggle more in pvp due to the dominance of magicka.

    I'm done subbing to them after this membership runs out. For all I care ZoS can go bankrupt. They don't listen to people who invested their money into the game. Their team clearly doesn't even go into Cyrodill. And their team CLEARLY doesn't play console, cause they would have addressed these freezes immediately.

    Disgrace of a company.
  • roarr
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    As usual, this is a PvP centered complaint and nerf. My mag sorc is PvE oriented, does not and never did use rune cage, and could not care less [snip]

    That player killed me, nerf him, or
    I can't kill that player, nerf him.

    Same old story. [snip]

    pve balance is a marginal issue.
    Do you see "omg that mudcrab killed me" "omg, op, nerf mudcrab1!!!!1!"?
    No you don't. All you do is DPS race, it doesn't cause problems.

    [edited to remove quote]
    Edited by ZOS_Icy on February 2, 2025 1:29PM
  • Beardimus
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    Man these threads are boring. I'd welcome back the daily spammers with their curious bait posts any days, at least their threads had some Knowledge in them.

    The sorc debate is old and stale. And we all switch off to it. Bad players will always moan about sorcs. It's been proven time and time again. End of.

    The same players are running Sloads and complaining about cage lol.
    Edited by Beardimus on July 11, 2018 6:43AM
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Beardimus
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    Vahrokh wrote: »
    Ranged class is ranged.
    If they nerf gap closers to 5m (melee class is melee) then Ok.


    Nobody is using gap closers in PvP anymore anyway, so go ahead.

    Apart from all the people that catch you streaking. Or they just outrun you with a speed pot lol.
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Vahrokh
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    roarr wrote: »
    As usual, this is a PvP centered complaint and nerf. My mag sorc is PvE oriented, does not and never did use rune cage, and could not care less [snip]

    That player killed me, nerf him, or
    I can't kill that player, nerf him.

    Same old story. [snip]

    pve balance is a marginal issue.
    Do you see "omg that mudcrab killed me" "omg, op, nerf mudcrab1!!!!1!"?
    No you don't. All you do is DPS race, it doesn't cause problems.

    This shows how much you (don't) know about PvE.
    There's more to PvE than Fungal Grotto and Aetherian Archive.
    Most PvE encounters nowadays are mechanics heavy (and fairly hostile to stationary stamina builds) and not a DPS race.

    And yes, having 7 (seven) magblades (DPS) + 1 magsorc (for support) as the one "I win PvE team" IS NOT a marginal issue.
    And yes, having one class (magblade) doing up to 70k trial DPS vs the others capped at 55k IS NOT a marginal issue.
    And yes, having one class (DK) being the only "true progression content tank" with the scarcity of tanks, IS NOT a marginal issue. Used to be totally different, NB tanks used to be common, Templar tanks used to be very common. Even sorcs could afford taking veteran content.
    And yes, having everybody (sorcs being the worst) spending their lifetime spamming heavy attacks due to ultra-extra-nuclear nerfed regen IS NOT a marginal issue. Because it limits builds to the "few known good" and and gameplay is boring [snip]. Sitting 1 hour spamming heavy attacks every few skills? No, thanks.

    [edited for profanity bypass & to remove quote]
    Edited by ZOS_Icy on February 2, 2025 1:30PM
  • Oreyn_Bearclaw
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    Forum logic: rune cage was never considered OP before the damage was added, and sorcs haven’t been legitimately OP in very long time. ZoS adds damage to rune cage, forums exploid that it’s OP. Admittedly, this skill is over performing in Summerset. ZOS nerfs damage, and forums whine that actually damage wasn’t the problem all a long, it’s some other skill that has either been repeatedly nerfed or essentially unchanged since launch that is all of a a sudden a game breaking problem.

    If you want to know the truth, I will concede that sorcs are perhaps over powered in two areas.

    First, they are very good at taking damage from a single source. Shields are strong in 1v1, but scale very poorly when out numbered. Practically speaking, a lot of bad players have trouble killing sorcs because they simply can’t out DPS a shield stack. The flip side of course is that a shield stacking sorc is expending a lot of resrouces. Good players understand how to be Patient and opportunist against such a player and eventually wear them down. A group of 2-3 players should be able to put a sorc into full shield and retreat mode, where they aren’t doing much else to anyone.

    Second, they are phenomenal at killing squishy players. Not as good as a stamblade, but they can do it from range which has its own advantages against players who dont see the battlefield as well. But again, squishy is usually a symptom of just being bad. If one sorc burst combo kills you, you are built very poorly. And to those complaining about the length of the stun of RC? LMAO. If you don’t CC break within about 1.5seconds of getting hard CC in this game, you are toast against any good player. If you fail to do it, either you managed your stamina poorly or your reactions were slow. Both equal bad. The flip side is of course that a sorcs burst is very predictable. Good magic players can out heal or shield It, good stam players can CC break and dodge roll the impending burst combo.

    TLDR: Against the best of the best, sorcs are an average to above average class. Definitely not the weakest, but certainly not the most powerful. NB and Warden are both stronger in open world, and templars and DKs both have hard counters to parts of the sorc toolkit. They do however excel at nuking scrubs. Draw your own conclusions if you are here whining about sorcs.
  • Banana
    Banana
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    Their still strong. So nerf them and nightblades
  • chaserstorm16909
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    jabrone77 wrote: »
    The issue with rune cage was never the damage.
    It's the length of the stun and the range.

    It's supposed to be a defensive measure, so a closer range for those "oh snap, I'm in danger" moments make sense. Get a crit rush on you, hit rune cage and streak away. It's used now as a combo opener, not any defense measure.

    On another magicka class, it's almost a guaranteed death sentence with the length of stun. If you play magicka, hope you weren't sprinting or dodge rolling, because you won't have the stamina to break. That means a full 5 seconds of getting hit with abilities that can bring any full impen wearing, heavy armor tank to its knees, let alone your (probably) light armor wearing behind. 5 seconds is too long. You can't defend that against the damage a sorc can produce. Not logically, anyway.

    Fix the length of the stun and it's range, and rune cage will be fine. You can even give back it's damage....no one was complaining about its damage in the first place...so....

    Agreed. The fact that they nerfed the damage and not the range indicates how out of touch they are with their own game mechanics.
  • Emma_Overload
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    Forum logic: rune cage was never considered OP before the damage was added, and sorcs haven’t been legitimately OP in very long time. ZoS adds damage to rune cage, forums exploid that it’s OP. Admittedly, this skill is over performing in Summerset. ZOS nerfs damage, and forums whine that actually damage wasn’t the problem all a long, it’s some other skill that has either been repeatedly nerfed or essentially unchanged since launch that is all of a a sudden a game breaking problem.

    If you want to know the truth, I will concede that sorcs are perhaps over powered in two areas.

    First, they are very good at taking damage from a single source. Shields are strong in 1v1, but scale very poorly when out numbered. Practically speaking, a lot of bad players have trouble killing sorcs because they simply can’t out DPS a shield stack. The flip side of course is that a shield stacking sorc is expending a lot of resrouces. Good players understand how to be Patient and opportunist against such a player and eventually wear them down. A group of 2-3 players should be able to put a sorc into full shield and retreat mode, where they aren’t doing much else to anyone.

    Second, they are phenomenal at killing squishy players. Not as good as a stamblade, but they can do it from range which has its own advantages against players who dont see the battlefield as well. But again, squishy is usually a symptom of just being bad. If one sorc burst combo kills you, you are built very poorly. And to those complaining about the length of the stun of RC? LMAO. If you don’t CC break within about 1.5seconds of getting hard CC in this game, you are toast against any good player. If you fail to do it, either you managed your stamina poorly or your reactions were slow. Both equal bad. The flip side is of course that a sorcs burst is very predictable. Good magic players can out heal or shield It, good stam players can CC break and dodge roll the impending burst combo.

    TLDR: Against the best of the best, sorcs are an average to above average class. Definitely not the weakest, but certainly not the most powerful. NB and Warden are both stronger in open world, and templars and DKs both have hard counters to parts of the sorc toolkit. They do however excel at nuking scrubs. Draw your own conclusions if you are here whining about sorcs.

    This is tea.
    #CAREBEARMASTERRACE
  • Emma_Overload
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    jabrone77 wrote: »
    The issue with rune cage was never the damage.
    It's the length of the stun and the range.

    It's supposed to be a defensive measure, so a closer range for those "oh snap, I'm in danger" moments make sense. Get a crit rush on you, hit rune cage and streak away. It's used now as a combo opener, not any defense measure.

    On another magicka class, it's almost a guaranteed death sentence with the length of stun. If you play magicka, hope you weren't sprinting or dodge rolling, because you won't have the stamina to break. That means a full 5 seconds of getting hit with abilities that can bring any full impen wearing, heavy armor tank to its knees, let alone your (probably) light armor wearing behind. 5 seconds is too long. You can't defend that against the damage a sorc can produce. Not logically, anyway.

    Fix the length of the stun and it's range, and rune cage will be fine. You can even give back it's damage....no one was complaining about its damage in the first place...so....

    Agreed. The fact that they nerfed the damage and not the range indicates how out of touch they are with their own game mechanics.

    Why would they nerf the range? Are we supposed to fight like DKs now? We don't have a gap closer, we have a gap OPENER. Mag Sorcs are not melee fighters and have no melee attacks!

    Why is this so hard for you guys to understand?
    #CAREBEARMASTERRACE
  • pieratsos
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    DenMoria wrote: »
    usmguy1234 wrote: »
    davidj8291 wrote: »
    Olen_Mikko wrote: »
    They got their precious rune cage nerfed. 20 % less damage.

    THIS was the nerf everyone wanted, right?

    I mean, people died because rune cage did so huge damage, right?

    Thank god zos hates Sorcs so bad.

    Lol. Rune Cage didn’t make them OP. And they know that. But hey, it’s something right

    -30k worth of stacked shields in Cyrodiil, one that burst heals.
    -Unblockable/reflectable Magicka rotation (curse, force pulse, wrath)
    -Rune Cage is still broken as it is a defensive stun. Only class with a defensive stun.
    -Healing while doing damage.
    -Insane mobility with streak (shouldn’t be able to do it while immobilized.
    -Did I mention the 30k worth of shields in Cyrodiil?

    Sorcs are still OP and always will be. Half of the Sorcs in the game would be absolute trash on another class. Sorcs I struggle with in Cyrodiil get completely stomped if they show up on anything else.

    Sorcs are broken and are going to be for a long time.

    Woah calm down there bud. You’re throwing way too many logical facts around. All the sorcerer mains that claim that sorcs are the worst pvp class in the game might get upset and streak away from the truth.

    Yet every one of them is wrong.
    Of course the same could be said for the NBs, the DKs, the Temps and all the rest that say the same. If you don't win, it's always your class that needs a buff and the others that need a nerf. It's the ESO way!

    I don't think you understood it correctly. It wasn't wrong because of bias or personal opinion. It was wrong because what he said was actually false information resulting from zero knowledge when it comes to the class.

    30k shields occur when u are half dead and 2 of those shields are not sorc abilities meaning every light armor build in the game can get at least a 20k shield stack one of those shields also being a burst heal.

    Force pulse and fury are blockable. Ironically force pulse is also not a sorc ability.

    The defensive morph of rune cage is not the issue. The offensive morph is the issue and defensive rune is absolutely not the only defensive cc in the game.

    Mag Sorc has the worst healing while doing dmg because they lack dots and can't proc surge reliably.

    Streak is already susceptible to roots and its expensive af. In fact, even on a slight downhill it has a built in self root for the caster and on uphill streak doesn't even work. No my bad, it does work and u lose the Magicka but u don't actually move. Which if you think about it is worse than not even working at all.
    Edited by pieratsos on July 11, 2018 8:33AM
  • Sylosi
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    Why would they nerf the range? Are we supposed to fight like DKs now?
    Forum logic: rune cage was never considered OP before the damage was added

    For those who don't really understand things this guy explains it pretty accurately - https://www.youtube.com/watch?v=CH5JI1ovjKM
    Edited by Sylosi on July 11, 2018 9:51AM
  • Strider__Roshin
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    Sylosi wrote: »
    Why would they nerf the range? Are we supposed to fight like DKs now?
    Forum logic: rune cage was never considered OP before the damage was added

    For those who don't really understand things this guy explains it pretty accurately - https://www.youtube.com/watch?v=CH5JI1ovjKM

    Couldn't make it past the awful intro music.
  • Kel
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    jabrone77 wrote: »
    The issue with rune cage was never the damage.
    It's the length of the stun and the range.

    It's supposed to be a defensive measure, so a closer range for those "oh snap, I'm in danger" moments make sense. Get a crit rush on you, hit rune cage and streak away. It's used now as a combo opener, not any defense measure.

    On another magicka class, it's almost a guaranteed death sentence with the length of stun. If you play magicka, hope you weren't sprinting or dodge rolling, because you won't have the stamina to break. That means a full 5 seconds of getting hit with abilities that can bring any full impen wearing, heavy armor tank to its knees, let alone your (probably) light armor wearing behind. 5 seconds is too long. You can't defend that against the damage a sorc can produce. Not logically, anyway.

    Fix the length of the stun and it's range, and rune cage will be fine. You can even give back it's damage....no one was complaining about its damage in the first place...so....

    Agreed. The fact that they nerfed the damage and not the range indicates how out of touch they are with their own game mechanics.

    Why would they nerf the range? Are we supposed to fight like DKs now? We don't have a gap closer, we have a gap OPENER. Mag Sorcs are not melee fighters and have no melee attacks!

    Why is this so hard for you guys to understand?

    Rune cage is meant as a defensive measure, that's why no sorcs were using it before summerset.
    Yes, you are a ranged class, that is why it makes sense when you get a gap closer on you, you can hit rune cage and streak back to ranged...you wouldn't hit rune cage and stand there. Who needs ranged defense? No one, you are already a safe distance away.
    What you're defending is the power to lock players down with absolutely no chance to even get close. It's a see through defense y'all are trying to pull.

    It's not about fighting at close range, it's about locking down when someone's in your face allowing you to get back to ranged after you get a gap closer on you.
    Why is this so hard for you op rune cage users to understand?
    Edited by Kel on July 11, 2018 11:52AM
  • Biro123
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    jabrone77 wrote: »
    jabrone77 wrote: »
    The issue with rune cage was never the damage.
    It's the length of the stun and the range.

    It's supposed to be a defensive measure, so a closer range for those "oh snap, I'm in danger" moments make sense. Get a crit rush on you, hit rune cage and streak away. It's used now as a combo opener, not any defense measure.

    On another magicka class, it's almost a guaranteed death sentence with the length of stun. If you play magicka, hope you weren't sprinting or dodge rolling, because you won't have the stamina to break. That means a full 5 seconds of getting hit with abilities that can bring any full impen wearing, heavy armor tank to its knees, let alone your (probably) light armor wearing behind. 5 seconds is too long. You can't defend that against the damage a sorc can produce. Not logically, anyway.

    Fix the length of the stun and it's range, and rune cage will be fine. You can even give back it's damage....no one was complaining about its damage in the first place...so....

    Agreed. The fact that they nerfed the damage and not the range indicates how out of touch they are with their own game mechanics.

    Why would they nerf the range? Are we supposed to fight like DKs now? We don't have a gap closer, we have a gap OPENER. Mag Sorcs are not melee fighters and have no melee attacks!

    Why is this so hard for you guys to understand?

    Rune cage is meant as a defensive measure, that's why no sorcs were using it before summerset.
    Yes, you are a ranged class, that is why it makes sense when you get a gap closer on you, you can hit rune cage and streak back to ranged...you wouldn't hit rune cage and stand there. Who needs ranged defense? No one, you are already a safe distance away.
    What you're defending is the power to lock players down with absolutely no chance to even get close. It's a see through defense y'all are trying to pull.

    It's not about fighting at close range, it's about locking down when someone's in your face allowing you to get back to ranged after you get a gap closer on you.
    Why is this so hard for you op rune cage users to understand?

    Why would you think that, when streak does both the stun and movement in one go.. Why would anyone ever use cage for that?
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Cpt_Teemo
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    Someone said wait till the Pts hits live, then magsorcs will be best spec again
  • Mister_DMC
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    Still Op, will always be the beginner friendly class. Put in the hands of a capable player, completely out of control right now.
  • Feanor
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    Rune cage is meant as a defensive measure, that's why no sorcs were using it before summerset.

    That's not true. I was running Rune Cage ever since Clockwork city changed it from a disorient to a hard CC precisely because I could time the burst and had full control over the CC. There never was anything defensive about Rune Cage because there is a defensive morph (even called defensive rune).
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    jabrone77 wrote: »
    jabrone77 wrote: »
    The issue with rune cage was never the damage.
    It's the length of the stun and the range.

    It's supposed to be a defensive measure, so a closer range for those "oh snap, I'm in danger" moments make sense. Get a crit rush on you, hit rune cage and streak away. It's used now as a combo opener, not any defense measure.

    On another magicka class, it's almost a guaranteed death sentence with the length of stun. If you play magicka, hope you weren't sprinting or dodge rolling, because you won't have the stamina to break. That means a full 5 seconds of getting hit with abilities that can bring any full impen wearing, heavy armor tank to its knees, let alone your (probably) light armor wearing behind. 5 seconds is too long. You can't defend that against the damage a sorc can produce. Not logically, anyway.

    Fix the length of the stun and it's range, and rune cage will be fine. You can even give back it's damage....no one was complaining about its damage in the first place...so....

    Agreed. The fact that they nerfed the damage and not the range indicates how out of touch they are with their own game mechanics.

    Why would they nerf the range? Are we supposed to fight like DKs now? We don't have a gap closer, we have a gap OPENER. Mag Sorcs are not melee fighters and have no melee attacks!

    Why is this so hard for you guys to understand?

    Rune cage is meant as a defensive measure, that's why no sorcs were using it before summerset.
    Yes, you are a ranged class, that is why it makes sense when you get a gap closer on you, you can hit rune cage and streak back to ranged...you wouldn't hit rune cage and stand there. Who needs ranged defense? No one, you are already a safe distance away.
    What you're defending is the power to lock players down with absolutely no chance to even get close. It's a see through defense y'all are trying to pull.

    It's not about fighting at close range, it's about locking down when someone's in your face allowing you to get back to ranged after you get a gap closer on you.
    Why is this so hard for you op rune cage users to understand?

    By any objective analysis of this skill and the sorc class, this is just plain false. Basically your argument is that this skills is overpowered because the Devs meant it for Defense and how dare you use it for offense and kill me. Um what? First how could you possible know that. Are you able to read the minds of the Devs? Second, since launch, sorcs have got kills by trying to line up burst with a CC. Well, they took the ability to stun away from frags (which is how everyone used to do it) and buffed this skill shortly thereafter. I dont always agree with the devs, but their intentions seemed pretty clear on this one.

    Third, and so f'ing obvious that it deserves it's own paragraph, this skill has a defensive morph and Rune Cage aint it. It's right there in the freaking title of the skill, DEFENSIVE RUNE. You want offense? You rune rune cage. You want defense? You run defensive rune.

    Now all that said, I will concede that the range could be toned down as well as the damage. I think the keep buffs probably shouldnt apply to this skill which would remove the possibility of 40 meters. I wouldnt even be opposed to them nerfing the base range down to say 18-20 meters. It makes no sense to take it all the way down to melee as that doesnt fit the sorc toolkit, but admittedly, I do think that a sorc should have to be engaged in the fight to be able to use a skill this powerful.
    Edited by Oreyn_Bearclaw on July 11, 2018 4:02PM
  • Mitoice
    Mitoice
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    Zos hates sorcs??? Hahahahahahahahahahahahahahahahahaha

    With this post
    I can see you havent played as a templar or Magicka Warden.
  • Hammy01
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    Forum logic: rune cage was never considered OP before the damage was added, and sorcs haven’t been legitimately OP in very long time. ZoS adds damage to rune cage, forums exploid that it’s OP. Admittedly, this skill is over performing in Summerset. ZOS nerfs damage, and forums whine that actually damage wasn’t the problem all a long, it’s some other skill that has either been repeatedly nerfed or essentially unchanged since launch that is all of a a sudden a game breaking problem.


    It was not a big issue prior to Summerset because most sorcs did not run RC at most they would run DR. The with summerset ZOS decides to add damage to RC (and good damage). Now RC was seen by most sorcs as a good DPS skill to add to the rotation.. especially in PvP for almost guaranteed burst. Now every sorc in PvP is spamming RC and it is a huge problem.

    Right now you don't seem to have an issue with Jesus Beam from templars right? Well imagine if ZOS decides to add a 1sec stun on top of the damage increase it is getting... Cyrodill will start looking like a lazer light show with all the Radiant Destructions being used. The only difference is that there are no where near as many Templars as there are Sorcs in PvP.
  • GawdSB
    GawdSB
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    GawdSB wrote: »
    You nor Zenimax understands why rune cage is broken. The damage shouldn't have been added in the first place, rune cage is broken because the snare and the range.

    You get hit with this all the way across the map and you can't even break away right away add on any amount of damage and this ability should not be a thing.

    You can literally stun, burst and execute someone from halfway across the map and there's nothing they can do about it.

    The stun is pretty far, ain’t gonna lie, but a stun on a ranged character should still be ranged.

    Gonna copy what I wrote above too:

    “rune cage does similar damage to dk talons, dk talons however also affect multiple targets and apply minor maim whilst the dk also has tankier passives than sorc so can reasonably stand in a group and use the skill.”


    It's not applicable to compare to dk for a couple reasons. For one DK has to be close up to use talons or petrify you have to be close up. And DK's have no execute, so those hard stuns and the debuts applied are needed and even then again they have to be up close on the target.
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