AhPook_Is_Here 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.
Drakkdjinn wrote: »brandonv516 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?
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.
Drakkdjinn wrote: »Drakkdjinn wrote: »brandonv516 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?
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.
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.
Wolfenbelle 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]
cazlonb16_ESO wrote: »
Wolfenbelle 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.
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....
Oreyn_Bearclaw wrote: »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.
chaserstorm16909 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.
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!usmguy1234 wrote: »ragingruby1991 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.
Emma_Overload wrote: »Why would they nerf the range? Are we supposed to fight like DKs now?
Oreyn_Bearclaw wrote: »Forum logic: rune cage was never considered OP before the damage was added
https://www.youtube.com/watch?v=CH5JI1ovjKMEmma_Overload wrote: »Why would they nerf the range? Are we supposed to fight like DKs now?Oreyn_Bearclaw wrote: »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
Emma_Overload wrote: »chaserstorm16909 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?
Emma_Overload wrote: »chaserstorm16909 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?
Rune cage is meant as a defensive measure, that's why no sorcs were using it before summerset.
Emma_Overload wrote: »chaserstorm16909 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?
Oreyn_Bearclaw wrote: »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.
gnarlyvandal 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.”