Mojomonkeyman wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Not at all. Most sorcs said on the pts that cage would over-perform.. Hell, I was saying that even before the damage was added - when they made it unblockabe/undodgeable..
Cage is wrong, Shieldbreaker is wrong.
Two wrongs don't make a right - but while most sorcs want both nerfed, so many non-sorcs want to see cage gone but shieldbreaker remain.....?
Yet pretty much all magsorcs recently tend to state things like "rune cage hasn't changed except dmg compared to last patch = damage must be the problem!" No, its not. You guys know why it is a problem, because it eliminates any real counterplay to the very potent sorc burst (which is essential to keep a huge burst class in check, counterplay).
You guys know that masterstaff has been so popular that people have been using it, despite rune cage already being the better choice. You guys know that it takes about 3-6 months for every OP thing to even get noticed by the majority of players. It took even another totally uncalled buff and huge PTS advertisement ("wooooow, this magsorc on PTS is beating everyone with meteor -rune cage" - threads) to make its imbalance obvious to most.
Yet, you desperately try to keep the real imbalance and try to enforced fake-nerfs that won't touch the real problem, because it benefits you.
Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top range & mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Emma_Overload wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top range & mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Did you really just mention Pirate Skeleton? A set that was hit with a targeted nerf designed solely to screw over Sorcs and take away the synergy we had with that set?
And did you really just mention Major Protection? When healing and mitigation builds have DOZENS AND DOZENS of buffs and passives and gear sets that cater to them? Sorcs have Necropotence, Bastion CP and Major/Minor Protection... that's it!
Emma_Overload wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top range & mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Did you really just mention Pirate Skeleton? A set that was hit with a targeted nerf designed solely to screw over Sorcs and take away the synergy we had with that set?
And did you really just mention Major Protection? When healing and mitigation builds have DOZENS AND DOZENS of buffs and passives and gear sets that cater to them? Sorcs have Necropotence, Bastion CP and Major/Minor Protection... that's it!
All those things you mention, i wonder why people don't cry more about those unkillable stamdks with all their healing and stuff.
Also let's not forget about minor maim, it's not hard to have good uptime at this time as people go back to force pulse, i think @Derra made some duels a few months agago and the uptime on minor maim was ~80% iirc, only by using force pulse (and charged? I'm not sure atm)
Dozens and dozens of buffs and still major defile beats them all.
I won't argue too long about shields being better than healing or the healing being better than shields, that has been discussed countless times and in the end it comes down that you can't compare them perfectly as both have advantages and drawbacks.
However you are far more likely to meet someone who counters your healing buffs rather than meeting someone who will negate your increased shield strength.
Emma_Overload wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top range & mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Did you really just mention Pirate Skeleton? A set that was hit with a targeted nerf designed solely to screw over Sorcs and take away the synergy we had with that set?
And did you really just mention Major Protection? When healing and mitigation builds have DOZENS AND DOZENS of buffs and passives and gear sets that cater to them? Sorcs have Necropotence, Bastion CP and Major/Minor Protection... that's it!
All those things you mention, i wonder why people don't cry more about those unkillable stamdks with all their healing and stuff.
Also let's not forget about minor maim, it's not hard to have good uptime at this time as people go back to force pulse, i think @Derra made some duels a few months agago and the uptime on minor maim was ~80% iirc, only by using force pulse (and charged? I'm not sure atm)
Dozens and dozens of buffs and still major defile beats them all.
I won't argue too long about shields being better than healing or the healing being better than shields, that has been discussed countless times and in the end it comes down that you can't compare them perfectly as both have advantages and drawbacks.
However you are far more likely to meet someone who counters your healing buffs rather than meeting someone who will negate your increased shield strength.
it´s prettymuch unisono in every debate that healdebuffs are overperforming aswell?
Emma_Overload wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top range & mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Did you really just mention Pirate Skeleton? A set that was hit with a targeted nerf designed solely to screw over Sorcs and take away the synergy we had with that set?
And did you really just mention Major Protection? When healing and mitigation builds have DOZENS AND DOZENS of buffs and passives and gear sets that cater to them? Sorcs have Necropotence, Bastion CP and Major/Minor Protection... that's it!
All those things you mention, i wonder why people don't cry more about those unkillable stamdks with all their healing and stuff.
Also let's not forget about minor maim, it's not hard to have good uptime at this time as people go back to force pulse, i think @Derra made some duels a few months agago and the uptime on minor maim was ~80% iirc, only by using force pulse (and charged? I'm not sure atm)
Dozens and dozens of buffs and still major defile beats them all.
I won't argue too long about shields being better than healing or the healing being better than shields, that has been discussed countless times and in the end it comes down that you can't compare them perfectly as both have advantages and drawbacks.
However you are far more likely to meet someone who counters your healing buffs rather than meeting someone who will negate your increased shield strength.
it´s prettymuch unisono in every debate that healdebuffs are overperforming aswell?
They are but the comment made it look like heals are so much better than shields and the "but x is so much worse" comments are just destructive.
Every single overperfoming mechanic in this game has to be touched and be brought in line with balanced mechanics, not streamlined but balanced.
Mojomonkeyman wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Not at all. Most sorcs said on the pts that cage would over-perform.. Hell, I was saying that even before the damage was added - when they made it unblockabe/undodgeable..
Cage is wrong, Shieldbreaker is wrong.
Two wrongs don't make a right - but while most sorcs want both nerfed, so many non-sorcs want to see cage gone but shieldbreaker remain.....?
Yet pretty much all magsorcs recently tend to state things like "rune cage hasn't changed except dmg compared to last patch = damage must be the problem!" No, its not. You guys know why it is a problem, because it eliminates any real counterplay to the very potent sorc burst (which is essential to keep a huge burst class in check, counterplay).
You guys know that masterstaff has been so popular that people have been using it, despite rune cage already being the better choice. You guys know that it takes about 3-6 months for every OP thing to even get noticed by the majority of players. It took even another totally uncalled buff and huge PTS advertisement ("wooooow, this magsorc on PTS is beating everyone with meteor -rune cage" - threads) to make its imbalance obvious to most.
Yet, you desperately try to keep the real imbalance and try to enforced fake-nerfs that won't touch the real problem, because it benefits you.
IZZEFlameLash wrote: »Silver_Strider wrote: »I use this set shamelessly and without discrimination.
I also use resource poisons, have about 11% into the Siphoner CP and get hate whispers all the time for it but honestly IDGAF at this point. Everyone and their mother is an infinite sustain, instagib Overload Sorc in PvP nowadays that I really don't feel bad about any of it.
"Shieldbreaker is cheese"
So is having an unblockable, undodgable burst combo from 40m away while also having 40k shield on top of it all so f*** off with your whiney attitude.
Don't forget about 5k spell damage, 60k magicka and 10k mag regen that mag sorcs have.
Stop with the nonsensical fictional stats. You make yourself look bad with these lies.
He was sarcastic.
Since we have more and more oblivion damage in the game (sload, knight slayer, oblivion enchants with infused and torugs) can we rewrok shieldbreaker already? I mean like what the ... is this? 100% guaranteed 2k oblivion damage without cool down on light attack that can be spammed without any costs 2 times/s? Seems legit to me.
If it goes to me 2s cool down would be enough to leave it useful but not max cheese.
Or can we have exactly the same set but called block breaker and another one roll breaker?
@ZOS_GinaBruno
Twohothardware wrote: »Shield Breaker doesn't need to be nerfed until MagSorc can no longer run 3 Shields. You should have to choose between Hardened Ward and Harness Magicka.
Twohothardware wrote: »Shield Breaker doesn't need to be nerfed until MagSorc can no longer run 3 Shields. You should have to choose between Hardened Ward and Harness Magicka.
Twohothardware wrote: »Shield Breaker doesn't need to be nerfed until MagSorc can no longer run 3 Shields. You should have to choose between Hardened Ward and Harness Magicka.
So once again, change it so it deals damage only on stacked shields. Problem? Or you just want ez kills on sorcs?
Twohothardware wrote: »Shield Breaker doesn't need to be nerfed until MagSorc can no longer run 3 Shields. You should have to choose between Hardened Ward and Harness Magicka.
So once again, change it so it deals damage only on stacked shields. Problem? Or you just want ez kills on sorcs?
make it deal like 700 obliviondmg per shield active on the target?
Mojomonkeyman wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Not at all. Most sorcs said on the pts that cage would over-perform.. Hell, I was saying that even before the damage was added - when they made it unblockabe/undodgeable..
Cage is wrong, Shieldbreaker is wrong.
Two wrongs don't make a right - but while most sorcs want both nerfed, so many non-sorcs want to see cage gone but shieldbreaker remain.....?
Yet pretty much all magsorcs recently tend to state things like "rune cage hasn't changed except dmg compared to last patch = damage must be the problem!" No, its not. You guys know why it is a problem, because it eliminates any real counterplay to the very potent sorc burst (which is essential to keep a huge burst class in check, counterplay).
You guys know that masterstaff has been so popular that people have been using it, despite rune cage already being the better choice. You guys know that it takes about 3-6 months for every OP thing to even get noticed by the majority of players. It took even another totally uncalled buff and huge PTS advertisement ("wooooow, this magsorc on PTS is beating everyone with meteor -rune cage" - threads) to make its imbalance obvious to most.
Yet, you desperately try to keep the real imbalance and try to enforced fake-nerfs that won't touch the real problem, because it benefits you.
Partially disagree with you here.
First most of the magsorc mains called out the Rune Cage problem after the first week of PTS. By Mains I mean people who actually understand how the class works both in a vacuum and relative to other classes, not simply those who defend sorc.
Second, the Rune Cage damage is much more significant than people realize in open world. After the the frag nerf, sorcs lost a gcd and about around 1.5k tooltip damage if they didn't rune Master+Clench. I've basically run the same build since homestead only swapping between Infernal and Engine Guardian and skills/Jewlerry glyphs/traits (i've tested out every meta and my own ideas,still like my original). The difference may not seem like much, but it's often the difference between 26% and 25%, which equates to an avg. 12k tooltip difference.
Too be fair I was a DW main until SS (and hopefully will be again one day) so the difference was far more noticeable for me. I ran Rune Cage with a destro as well prior to the damage buff, kill potential was much better than DW but still required a a sense of timing because the burst was always just short if my opponent had an active defence (i.e. they weren't potatoes). It's current iteration on live takes no effort at all, due to the damage from Rune Cage and the fact that overall damage has gone up across the board and many players have refused to adapt.
Taking ALL the damage off makes a noticeable difference. Trading a GCD for a stun doesn't seem like much but that extra GCD means our shields have expired. I've had to spec more into stam sustain because some kills require that I drop my shields and roll dodge. I don't think the 20% nerf was enough, but removing the damage and decreasing the cost could theoretically balance the skill.
Every other CC does a lot more than just CC. Rune Cage's only function is the stun. Trading all damage and any potential utility for a potential (no longer guaranteed) seems like a fair trade.
Mojomonkeyman wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Not at all. Most sorcs said on the pts that cage would over-perform.. Hell, I was saying that even before the damage was added - when they made it unblockabe/undodgeable..
Cage is wrong, Shieldbreaker is wrong.
Two wrongs don't make a right - but while most sorcs want both nerfed, so many non-sorcs want to see cage gone but shieldbreaker remain.....?
Yet pretty much all magsorcs recently tend to state things like "rune cage hasn't changed except dmg compared to last patch = damage must be the problem!" No, its not. You guys know why it is a problem, because it eliminates any real counterplay to the very potent sorc burst (which is essential to keep a huge burst class in check, counterplay).
You guys know that masterstaff has been so popular that people have been using it, despite rune cage already being the better choice. You guys know that it takes about 3-6 months for every OP thing to even get noticed by the majority of players. It took even another totally uncalled buff and huge PTS advertisement ("wooooow, this magsorc on PTS is beating everyone with meteor -rune cage" - threads) to make its imbalance obvious to most.
Yet, you desperately try to keep the real imbalance and try to enforced fake-nerfs that won't touch the real problem, because it benefits you.
Partially disagree with you here.
First most of the magsorc mains called out the Rune Cage problem after the first week of PTS. By Mains I mean people who actually understand how the class works both in a vacuum and relative to other classes, not simply those who defend sorc.
Second, the Rune Cage damage is much more significant than people realize in open world. After the the frag nerf, sorcs lost a gcd and about around 1.5k tooltip damage if they didn't rune Master+Clench. I've basically run the same build since homestead only swapping between Infernal and Engine Guardian and skills/Jewlerry glyphs/traits (i've tested out every meta and my own ideas,still like my original). The difference may not seem like much, but it's often the difference between 26% and 25%, which equates to an avg. 12k tooltip difference.
Too be fair I was a DW main until SS (and hopefully will be again one day) so the difference was far more noticeable for me. I ran Rune Cage with a destro as well prior to the damage buff, kill potential was much better than DW but still required a a sense of timing because the burst was always just short if my opponent had an active defence (i.e. they weren't potatoes). It's current iteration on live takes no effort at all, due to the damage from Rune Cage and the fact that overall damage has gone up across the board and many players have refused to adapt.
Taking ALL the damage off makes a noticeable difference. Trading a GCD for a stun doesn't seem like much but that extra GCD means our shields have expired. I've had to spec more into stam sustain because some kills require that I drop my shields and roll dodge. I don't think the 20% nerf was enough, but removing the damage and decreasing the cost could theoretically balance the skill.
Every other CC does a lot more than just CC. Rune Cage's only function is the stun. Trading all damage and any potential utility for a potential (no longer guaranteed) seems like a fair trade.
I have to say - having a ranged unavoidable stun will always be a balancing problem.
Imo if you want to have that functionality on sorc it should be on bolt escape + morphs (those would also prohibit the guaranteed hit of meteor + frags - you can´t hit frags after streak against someone who ccbreaks in time).
I´m not even sure sorc should have that functionality at all.
Mojomonkeyman wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Not at all. Most sorcs said on the pts that cage would over-perform.. Hell, I was saying that even before the damage was added - when they made it unblockabe/undodgeable..
Cage is wrong, Shieldbreaker is wrong.
Two wrongs don't make a right - but while most sorcs want both nerfed, so many non-sorcs want to see cage gone but shieldbreaker remain.....?
Yet pretty much all magsorcs recently tend to state things like "rune cage hasn't changed except dmg compared to last patch = damage must be the problem!" No, its not. You guys know why it is a problem, because it eliminates any real counterplay to the very potent sorc burst (which is essential to keep a huge burst class in check, counterplay).
You guys know that masterstaff has been so popular that people have been using it, despite rune cage already being the better choice. You guys know that it takes about 3-6 months for every OP thing to even get noticed by the majority of players. It took even another totally uncalled buff and huge PTS advertisement ("wooooow, this magsorc on PTS is beating everyone with meteor -rune cage" - threads) to make its imbalance obvious to most.
Yet, you desperately try to keep the real imbalance and try to enforced fake-nerfs that won't touch the real problem, because it benefits you.
Partially disagree with you here.
First most of the magsorc mains called out the Rune Cage problem after the first week of PTS. By Mains I mean people who actually understand how the class works both in a vacuum and relative to other classes, not simply those who defend sorc.
Second, the Rune Cage damage is much more significant than people realize in open world. After the the frag nerf, sorcs lost a gcd and about around 1.5k tooltip damage if they didn't rune Master+Clench. I've basically run the same build since homestead only swapping between Infernal and Engine Guardian and skills/Jewlerry glyphs/traits (i've tested out every meta and my own ideas,still like my original). The difference may not seem like much, but it's often the difference between 26% and 25%, which equates to an avg. 12k tooltip difference.
Too be fair I was a DW main until SS (and hopefully will be again one day) so the difference was far more noticeable for me. I ran Rune Cage with a destro as well prior to the damage buff, kill potential was much better than DW but still required a a sense of timing because the burst was always just short if my opponent had an active defence (i.e. they weren't potatoes). It's current iteration on live takes no effort at all, due to the damage from Rune Cage and the fact that overall damage has gone up across the board and many players have refused to adapt.
Taking ALL the damage off makes a noticeable difference. Trading a GCD for a stun doesn't seem like much but that extra GCD means our shields have expired. I've had to spec more into stam sustain because some kills require that I drop my shields and roll dodge. I don't think the 20% nerf was enough, but removing the damage and decreasing the cost could theoretically balance the skill.
Every other CC does a lot more than just CC. Rune Cage's only function is the stun. Trading all damage and any potential utility for a potential (no longer guaranteed) seems like a fair trade.
I have to say - having a ranged unavoidable stun will always be a balancing problem.
Imo if you want to have that functionality on sorc it should be on bolt escape + morphs (those would also prohibit the guaranteed hit of meteor + frags - you can´t hit frags after streak against someone who ccbreaks in time).
I´m not even sure sorc should have that functionality at all.
Mojomonkeyman wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Not at all. Most sorcs said on the pts that cage would over-perform.. Hell, I was saying that even before the damage was added - when they made it unblockabe/undodgeable..
Cage is wrong, Shieldbreaker is wrong.
Two wrongs don't make a right - but while most sorcs want both nerfed, so many non-sorcs want to see cage gone but shieldbreaker remain.....?
Yet pretty much all magsorcs recently tend to state things like "rune cage hasn't changed except dmg compared to last patch = damage must be the problem!" No, its not. You guys know why it is a problem, because it eliminates any real counterplay to the very potent sorc burst (which is essential to keep a huge burst class in check, counterplay).
You guys know that masterstaff has been so popular that people have been using it, despite rune cage already being the better choice. You guys know that it takes about 3-6 months for every OP thing to even get noticed by the majority of players. It took even another totally uncalled buff and huge PTS advertisement ("wooooow, this magsorc on PTS is beating everyone with meteor -rune cage" - threads) to make its imbalance obvious to most.
Yet, you desperately try to keep the real imbalance and try to enforced fake-nerfs that won't touch the real problem, because it benefits you.
Partially disagree with you here.
First most of the magsorc mains called out the Rune Cage problem after the first week of PTS. By Mains I mean people who actually understand how the class works both in a vacuum and relative to other classes, not simply those who defend sorc.
Second, the Rune Cage damage is much more significant than people realize in open world. After the the frag nerf, sorcs lost a gcd and about around 1.5k tooltip damage if they didn't rune Master+Clench. I've basically run the same build since homestead only swapping between Infernal and Engine Guardian and skills/Jewlerry glyphs/traits (i've tested out every meta and my own ideas,still like my original). The difference may not seem like much, but it's often the difference between 26% and 25%, which equates to an avg. 12k tooltip difference.
Too be fair I was a DW main until SS (and hopefully will be again one day) so the difference was far more noticeable for me. I ran Rune Cage with a destro as well prior to the damage buff, kill potential was much better than DW but still required a a sense of timing because the burst was always just short if my opponent had an active defence (i.e. they weren't potatoes). It's current iteration on live takes no effort at all, due to the damage from Rune Cage and the fact that overall damage has gone up across the board and many players have refused to adapt.
Taking ALL the damage off makes a noticeable difference. Trading a GCD for a stun doesn't seem like much but that extra GCD means our shields have expired. I've had to spec more into stam sustain because some kills require that I drop my shields and roll dodge. I don't think the 20% nerf was enough, but removing the damage and decreasing the cost could theoretically balance the skill.
Every other CC does a lot more than just CC. Rune Cage's only function is the stun. Trading all damage and any potential utility for a potential (no longer guaranteed) seems like a fair trade.
I have to say - having a ranged unavoidable stun will always be a balancing problem.
Imo if you want to have that functionality on sorc it should be on bolt escape + morphs (those would also prohibit the guaranteed hit of meteor + frags - you can´t hit frags after streak against someone who ccbreaks in time).
I´m not even sure sorc should have that functionality at all.
That's actually interesting idea to make streak work like that, but stun duration should be shortened to 2s at best. This would force sorcs to choose between more offensive build with streak or defensive with BoL. My only concern though would be it's aoe. An aoe inevitable stun combined with negate could be a bit OP.
Mojomonkeyman wrote: »Mojomonkeyman wrote: »VarisVaris wrote: »The problem is sorcs refuse to play there class any other way I have magnb In heavy that doesn’t use cloak & has a burst heal they refuse to see you don’t have to go class cannon shields & be in all light armour to make the class work
Medium or heavy Armour has no synergy with magSorc at all. Besides, whom are you going to kill without the added penetration and cost reduction of light Armour? If I want to zerg up I can do that on any other class as well.
How is a magicka class a) depending on block and heavy armor mitigation to survive (more strain on stam = less offensive power due to investment in defensive pools) , b) having less burst potential, c) having no execute and finally d) having no native access to unblockable/undodgable cc ever going to kill something? Yeah, poor sorcs have it so bad...
Sorc double standards are hilarious. You guys really are the new nightblades.
I love how most of you guys justified a lot of the sorc privileges by making a point that burst is highly delayed/telegraphed (= being counterable) over the course of the past years, yet you have received a foolproof (no fail cast possible) unblockable/undodgable dmg cc that is eliminating any counterplay (real counterplay, in the sense of doing x to prevent y to happen). Still waiting to see some sorc show a little decency and highlight how that is elevating sorc to a whole new and unhealthy level by eliminating its main weakness.
Such a cc has no place in the sorc template, justifying huge burst and finishing potential paired with top mobility (compared to other magicka classes) has to be offset by being easy to counter. There was a time when even sorcs were sensible enough to see that.
And why are you guys conveniently forgetting to add passive boosts to shields (introduction of defensive ultimates (resto ultimate) and sets (pirate skeleton)) providing major protection on demand to the discussion about whether shields are still overperforming or not? It's not new, but to say shields have only been nerfed (compared to ancient times) is not properly assessing the full picture.
I have given up hope on sorcs being able to give better balance input than the devs, in my honest opinion summerset has proven that all you are interested in is "buff my class", no matter the state of the class or whether it actually would need a little toning down.
Not at all. Most sorcs said on the pts that cage would over-perform.. Hell, I was saying that even before the damage was added - when they made it unblockabe/undodgeable..
Cage is wrong, Shieldbreaker is wrong.
Two wrongs don't make a right - but while most sorcs want both nerfed, so many non-sorcs want to see cage gone but shieldbreaker remain.....?
Yet pretty much all magsorcs recently tend to state things like "rune cage hasn't changed except dmg compared to last patch = damage must be the problem!" No, its not. You guys know why it is a problem, because it eliminates any real counterplay to the very potent sorc burst (which is essential to keep a huge burst class in check, counterplay).
You guys know that masterstaff has been so popular that people have been using it, despite rune cage already being the better choice. You guys know that it takes about 3-6 months for every OP thing to even get noticed by the majority of players. It took even another totally uncalled buff and huge PTS advertisement ("wooooow, this magsorc on PTS is beating everyone with meteor -rune cage" - threads) to make its imbalance obvious to most.
Yet, you desperately try to keep the real imbalance and try to enforced fake-nerfs that won't touch the real problem, because it benefits you.
Partially disagree with you here.
First most of the magsorc mains called out the Rune Cage problem after the first week of PTS. By Mains I mean people who actually understand how the class works both in a vacuum and relative to other classes, not simply those who defend sorc.
Second, the Rune Cage damage is much more significant than people realize in open world. After the the frag nerf, sorcs lost a gcd and about around 1.5k tooltip damage if they didn't rune Master+Clench. I've basically run the same build since homestead only swapping between Infernal and Engine Guardian and skills/Jewlerry glyphs/traits (i've tested out every meta and my own ideas,still like my original). The difference may not seem like much, but it's often the difference between 26% and 25%, which equates to an avg. 12k tooltip difference.
Too be fair I was a DW main until SS (and hopefully will be again one day) so the difference was far more noticeable for me. I ran Rune Cage with a destro as well prior to the damage buff, kill potential was much better than DW but still required a a sense of timing because the burst was always just short if my opponent had an active defence (i.e. they weren't potatoes). It's current iteration on live takes no effort at all, due to the damage from Rune Cage and the fact that overall damage has gone up across the board and many players have refused to adapt.
Taking ALL the damage off makes a noticeable difference. Trading a GCD for a stun doesn't seem like much but that extra GCD means our shields have expired. I've had to spec more into stam sustain because some kills require that I drop my shields and roll dodge. I don't think the 20% nerf was enough, but removing the damage and decreasing the cost could theoretically balance the skill.
Every other CC does a lot more than just CC. Rune Cage's only function is the stun. Trading all damage and any potential utility for a potential (no longer guaranteed) seems like a fair trade.
I have to say - having a ranged unavoidable stun will always be a balancing problem.
Imo if you want to have that functionality on sorc it should be on bolt escape + morphs (those would also prohibit the guaranteed hit of meteor + frags - you can´t hit frags after streak against someone who ccbreaks in time).
I´m not even sure sorc should have that functionality at all.
That's actually interesting idea to make streak work like that, but stun duration should be shortened to 2s at best. This would force sorcs to choose between more offensive build with streak or defensive with BoL. My only concern though would be it's aoe. An aoe inevitable stun combined with negate could be a bit OP.
base + ball morph are 2s stun duration and streak is 1.5s - so it would be okish duration wise?
i don´t neccessarily see any op combinations with negate - atleast not more than what timestop already offers (snare + delayed stun).
Partially disagree with you here.
First most of the magsorc mains called out the Rune Cage problem after the first week of PTS. By Mains I mean people who actually understand how the class works both in a vacuum and relative to other classes, not simply those who defend sorc.
Second, the Rune Cage damage is much more significant than people realize in open world. After the the frag nerf, sorcs lost a gcd and about around 1.5k tooltip damage if they didn't rune Master+Clench. I've basically run the same build since homestead only swapping between Infernal and Engine Guardian and skills/Jewlerry glyphs/traits (i've tested out every meta and my own ideas,still like my original). The difference may not seem like much, but it's often the difference between 26% and 25%, which equates to an avg. 12k tooltip difference.
Too be fair I was a DW main until SS (and hopefully will be again one day) so the difference was far more noticeable for me. I ran Rune Cage with a destro as well prior to the damage buff, kill potential was much better than DW but still required a a sense of timing because the burst was always just short if my opponent had an active defence (i.e. they weren't potatoes). It's current iteration on live takes no effort at all, due to the damage from Rune Cage and the fact that overall damage has gone up across the board and many players have refused to adapt.
Taking ALL the damage off makes a noticeable difference. Trading a GCD for a stun doesn't seem like much but that extra GCD means our shields have expired. I've had to spec more into stam sustain because some kills require that I drop my shields and roll dodge. I don't think the 20% nerf was enough, but removing the damage and decreasing the cost could theoretically balance the skill.
Every other CC does a lot more than just CC. Rune Cage's only function is the stun. Trading all damage and any potential utility for a potential (no longer guaranteed) seems like a fair trade.
I have to say - having a ranged unavoidable stun will always be a balancing problem.
Imo if you want to have that functionality on sorc it should be on bolt escape + morphs (those would also prohibit the guaranteed hit of meteor + frags - you can´t hit frags after streak against someone who ccbreaks in time).
I´m not even sure sorc should have that functionality at all.
All that said, I still think that damageless cage should at least be tested. My experience with it was that it was very lacklustre and I preferred running no CC than running a damageless Cage. The CC was consistent, the kill was not.
Partially disagree with you here.
First most of the magsorc mains called out the Rune Cage problem after the first week of PTS. By Mains I mean people who actually understand how the class works both in a vacuum and relative to other classes, not simply those who defend sorc.
Second, the Rune Cage damage is much more significant than people realize in open world. After the the frag nerf, sorcs lost a gcd and about around 1.5k tooltip damage if they didn't rune Master+Clench. I've basically run the same build since homestead only swapping between Infernal and Engine Guardian and skills/Jewlerry glyphs/traits (i've tested out every meta and my own ideas,still like my original). The difference may not seem like much, but it's often the difference between 26% and 25%, which equates to an avg. 12k tooltip difference.
Too be fair I was a DW main until SS (and hopefully will be again one day) so the difference was far more noticeable for me. I ran Rune Cage with a destro as well prior to the damage buff, kill potential was much better than DW but still required a a sense of timing because the burst was always just short if my opponent had an active defence (i.e. they weren't potatoes). It's current iteration on live takes no effort at all, due to the damage from Rune Cage and the fact that overall damage has gone up across the board and many players have refused to adapt.
Taking ALL the damage off makes a noticeable difference. Trading a GCD for a stun doesn't seem like much but that extra GCD means our shields have expired. I've had to spec more into stam sustain because some kills require that I drop my shields and roll dodge. I don't think the 20% nerf was enough, but removing the damage and decreasing the cost could theoretically balance the skill.
Every other CC does a lot more than just CC. Rune Cage's only function is the stun. Trading all damage and any potential utility for a potential (no longer guaranteed) seems like a fair trade.
I have to say - having a ranged unavoidable stun will always be a balancing problem.
Imo if you want to have that functionality on sorc it should be on bolt escape + morphs (those would also prohibit the guaranteed hit of meteor + frags - you can´t hit frags after streak against someone who ccbreaks in time).
I´m not even sure sorc should have that functionality at all.
Not saying I disagree with you. But shrinking the range of the skill makes it useless and everybody will just go back to Clench. Although you are suggesting they remove Rune Cage all together, which I wouldn't be adverse to.
All that said, I still think that damageless cage should at least be tested. My experience with it was that it was very lacklustre and I preferred running no CC than running a damageless Cage. The CC was consistent, the kill was not.
Right now sorc is strong because it has an unavoidable high burst. A damageless cage is 9k tooltip damage gone. Running without it allows a stronger but avoidable burst, whereas running Rune cage keeps that burst unavoidable but significantly weakens it forcing significant sacrifices to make up for that lost damage or simply playing with a weaker burst.
I don't think unblockable CC on streak should be done either. Only way I could see that being balanced is if it only stuns the first person. But at that point you may as well just go BoL to escape because streaking into a group of non-stunned opponents is a good way to die.