exeeter702 wrote: »
This is completely contrary to ZOS's current stance on class balance and shouldnt be used as a benchmark. Wardens and templars have every fundamental right to be aggressive in pvp with possession of some form of lethal compared to sorcs and nbs just as much as the later are equipped with options to play a support role. The argument that many make is under the ideology and expectation that sorcs shouldnt inherently be superior at dealing damage just because. Regardless of the current state of balance achieved, it is not a hard foundation that sorcs and nbs SHOULD be the strongest damage dealers in pvp by design, that is a complete falacy and that logic falls apart when you look at stam wardens and mag dks.
I can agree that sorcs need more tuning, and that this meta is going to be a little bland for them. But the rune cage meta was even more bland, and it was massively over-performing.
I think this meta is more fun to play as a magsorc, and also more fun to play against magsorc. Playing against rune cage wasn't fun, and using it wasn't really fun either. It made me miss frag stun a lot.
Is this patch better than clockwork city? no- magsorcs are in a worse place for no reason. But do I think this change is an improvement over last patch? Absolutely.
Sorc obviously needs a rework, but it did last patch too, and at least now we don't have to deal with rune cage while said re-work is coming.
Do you die to sorc's as a Stam NB?
Step 1: call everyone a noob
Step 2: explain why they can't kill any competent player on their magsorc because *gasp* each class has a defensive mechanism to deal with incoming damage.
This has to be some sort of performance art.
Want to know what's the defensive Mechanism of DK. Just, don't say Block...
Please explain how rune cage has been nerfed to the ground? It no longer deals damage if you cc break, which should have never been added to begin with. Still has the same long range, still can cc people for a generous 3.5 seconds, instant cast. The only real change that's been made is that it no longer stuns people who are dodge rolling which is a well-needed change. It's BS that sorcs have gotten away with undodgable hit you all at once burst for so long, finally some counterplay, like previously you weren't able to block, you weren't able to dodge, the only counterplay was using a hot or burst heal which doesn't matter since sorc can execute preemptively and hit you with 4 abilities all at once.
Umm did you forget about Shuffle? RC can be passively dodged now. This nerfs it to the ground.
Please explain how rune cage has been nerfed to the ground? It no longer deals damage if you cc break, which should have never been added to begin with. Still has the same long range, still can cc people for a generous 3.5 seconds, instant cast. The only real change that's been made is that it no longer stuns people who are dodge rolling which is a well-needed change. It's BS that sorcs have gotten away with undodgable hit you all at once burst for so long, finally some counterplay, like previously you weren't able to block, you weren't able to dodge, the only counterplay was using a hot or burst heal which doesn't matter since sorc can execute preemptively and hit you with 4 abilities all at once.
Umm did you forget about Shuffle? RC can be passively dodged now. This nerfs it to the ground.
Wait my Spectral Bow can also be dodged passively... I guess that means it's nerfed to the ground too!
ZOS needs to buff all of my dodgeable abilities to compensate! No one should be able to avoid my damage!
It all started with the frags nerf.
The Cage buff was meant to compensate this, but ZOS went overboard. Now they've swung the opposite way and nerfed Cage to be even worse than its CWC/DBones version, which was already bad.
And now Sorcs are left with no good options again.
We could always slot Master's destro again, but then we'd lose an entire slot bonus compared to every other build.
Waffennacht wrote: ».Please explain how rune cage has been nerfed to the ground? It no longer deals damage if you cc break, which should have never been added to begin with. Still has the same long range, still can cc people for a generous 3.5 seconds, instant cast. The only real change that's been made is that it no longer stuns people who are dodge rolling which is a well-needed change. It's BS that sorcs have gotten away with undodgable hit you all at once burst for so long, finally some counterplay, like previously you weren't able to block, you weren't able to dodge, the only counterplay was using a hot or burst heal which doesn't matter since sorc can execute preemptively and hit you with 4 abilities all at once.
Umm did you forget about Shuffle? RC can be passively dodged now. This nerfs it to the ground.
Wait my Spectral Bow can also be dodged passively... I guess that means it's nerfed to the ground too!
ZOS needs to buff all of my dodgeable abilities to compensate! No one should be able to avoid my damage!
Lol, what's unavoidable now at range tho?
Curse... And Light...
.....
Mojomonkeyman wrote: »The entire first year of ESO PvP was dominated by "tanky" setups (to go along with Aryas lingo) doing damage (magdk's, saptanks) while the "DD" prototype (sorc) was either supporting negatebot with some single burst potential or batsorc with lots of AE potential. You would see solo MagPlars doing very well, solo MagDKs (both "standyourground") doing really well - both being able to actually have similar or better results out there like the mobile classes.
That is gone, mobility reigns supreme in PvP for more than 2 years now, progressively. That's the main reason why NB and Sorc are considered top tier in PvP.
Ariades_swe wrote: »I think all classes should be able to either spec for solo or group play.
That said a pure dd, pure tank or pure healer should never have the same solo play ability as a more well rounded spec.
This is not the case now.
We have a class that excels at both damage, active mitigation and mobility. I'm not talking about sorcs btw.
If you are pure damage you should have to work in group just like a pure healer has.
Joy_Division wrote: »Ariades_swe wrote: »I think all classes should be able to either spec for solo or group play.
That said a pure dd, pure tank or pure healer should never have the same solo play ability as a more well rounded spec.
This is not the case now.
We have a class that excels at both damage, active mitigation and mobility. I'm not talking about sorcs btw.
If you are pure damage you should have to work in group just like a pure healer has.
That's pretty much the case now. If I am alone and want to do something aside from die or run out of resources when facing multiple opponents, I have to devote a decent chunk of my build to resource management, defense, mobility, healing etc. It's not a pure DPS spec.
In a group of say 12, I can go pure DPS and rely on my group-mates to handle most of the other stuff.
That's just simply not true. Most NB's don't really lose out on damage while having an insane amount of survivability due to being able to invis and escape at will.
"I think all classes should be able to either spec for solo or group play."
Sorcerer has no useful stuns now: crystal fragments has no stun , crystal blast has the stun but it is not so useful in pvp since it has got one 1sec of cast time. then rune cage now is completely useless( 20% less dmg, dodgeable also from shuffle or other skills that provides evasion and rune cage now only deals damage if the stun lasts for its full duration.
) so we are forced to slot desctructive reach but of course that is a destro skill not a sorc skill. Sorcs have no more useful stun to use in pvp currently.
That's just simply not true. Most NB's don't really lose out on damage while having an insane amount of survivability due to being able to invis and escape at will.
You're not entirely wrong, there are good ways of maximizing your defense while losing the least amount of damage possible (cough cough 2 heavy + Shadow Barrier). However, I do think you may be forgetting one thing:
Escaping at will isn't free. You have to give up damage to build into mag recovery. Nightblades that spec all damage can only cloak once or twice, and then are out of magicka that they would use on fear or shade. In fact, most nightblades have to spec into recovery in order to survive- because unlike stamwarden and stam DK, nightblades only recovery comes from straight recovery enhancements like glyphs, sets, and mundus. No Netch, No Battleroar, No Helping Hands. Even Siphoning requires you to attack in order to recover, so that's no good for cloakspam.
Ironically, cloak is most effective against exclusively single target opponents (i.e. other nightblades). Anyone with a solid AoE ability can pull a nightblade out of cloak. If they are able to cloak again and again, then sure they can get away- but you'll know that they lost damage potential to be able to do it, which is why they are running away from you.
(I mean either that or you outnumber them several to one).
EDIT:
I would also like to point out that this conversation stems from the following premise that you made:"I think all classes should be able to either spec for solo or group play."
However, nightblades, possibly more than any other class have to build for group play because single target pressure does not transition well into groups. Likewise cloak and shade simply don't perform as well in a group setting. Heavy armor DW Dawnbreaker/Steel Tornado is going to be better on every other stam class. Nightblades excel in small group and solo play, where their defensive mechanics are not watered down by a group, and where their single target pressure is given space to shine.