PTS Update 20 - Feedback Thread for Sorcerer

  • JadonSky
    JadonSky
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    So new patch notes still show how much the developers don't play the game. They think being able to be interrupted was the reason why "CAST TIME" made shield users vulnerable for "TO LONG" not the fact they added a "CAST TIME" to force shield user to be vulnerable longer. Like who the hell is coming up with these changes and the reasoning. Still will not renew my subscription until the cast time is removed this is still not acceptable. There are better ways to nerf shield stacking that would not destroy a class. They have been provided throughout this forum and other threads but are ignored without any feed back from the developers to show they are actually listening to our concerns and ideas to better the game. For a game who needs their subscriber base and their plays they sure show a lack of caring for their player base with these type of changes.
    Daedric Summoning
    Conjured Ward: This ability and its morphs can no longer be interrupted.
    Developer Comment:
    Spoiler
    Because combat pace is so quick, allowing this ability to be interrupted meant that Light Armor players would be vulnerable for too long. Keeping the cast time, but now allowing it to be interrupted allows enemies a short window of time to get in burst damage and kill a damage shield user. We’ll continue to monitor feedback closely for this ability throughout this PTS cycle.

  • ku5h
    ku5h
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    Guys we are saved:

    Because combat pace is so quick, allowing this ability to be interrupted meant that Light Armor players would be vulnerable for too long. Keeping the cast time, but now allowing it to be interrupted allows enemies a short window of time to get in burst damage and kill a damage shield user. We’ll continue to monitor feedback closely for this ability throughout this PTS cycle.

    After first pts notes i was 90% sure they will revert 1 sec cast time. But this makes me worry.
    I was the one stating that critting shields was more then enought to totally screw up magSorc, but if they keep 1 sec on top of that is just loool.
    On a second thought, why do i even bother worrying, I'll simply quit.
  • bardx86
    bardx86
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    Cously wrote: »
    I've had my fun watching sorcs squirm. They got to taste what dks went through all these years. Cheesy class got cheesed!

    Seriously though the cast time on shield looks very clunky, especially that your game most of the time can be unresponsive :pensive:

    Let's face it: the problem why this nerf being applied is PVP. Sorcs are cheesy for having best defense / attack with same resource, cheesy streak, cheesy execute, a lazy and lame class. Now what made them annoying was the shield stacking. That can easily be solved by not allowing shields to stack, much like when you applied the new system of Major and Minor buffs. That way people who did PVE, both healers and cheesy vma sorcs wouldn't be hit so hard with the nerf, if at all.

    Another fair solution in my opinion could be make it work like streak, increase costs if ability is used again within short time. That would add more tactical thinking to sorc play in pvp (HAHAHAHAHAHAHA) so they would have to actually think before cheese around. Bonus: you could also *** off more than half of your player base by making Cloak costs increase through the roof as well! That would be lovely. Pesky NBs. Throw a bone and increase duration though.

    Thus preventing shield stacking would be the less impactful change and deal with the real problem why everyone complain about sorcs in pvp. Cast time, can't do. It also affect healers. We can live in a world without cheesy sorcs but we need the healers comfy to heal us, I suppose you got it covered by not touching healing ward and it seems like you are relentless about removing the cast time as posted in other thread...hmm that got me worried, to be honest I thought the cast time would be removed on PTS4 but seems you guys serious about it.

    Horrible Idea. So if I get attack I have to wait to recast shields? If there were other from of defense then maybe. Shields aren't even that strong with the amount of damage in this game. Leave shield alone,
  • laurajf
    laurajf
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    I don't do PVP or end-game stuff, so this is coming from a simple casual quester. I'm not great at quick reactions or quick bar swapping. I've mained a sorc since the beginning because it was perfect for someone like me. I loved her for quite some time but starting with the stun being taken from frags and then the knock to sustain with Morrowind and now a cast time on my shield, I now can barely tolerate the thought of her. As more and more changes are made to make her less fun, I find myself playing less and less. She's a shell of her former self.

    I use crafted gear and I have never stacked shields. I use 1 shield to cover my pet(s) and myself and obviously for myself when I play without the pets and take all the damage as I like to switch between pets and no pets at times. I find I NEED my quick shields when I'm solo in public dungeons and have multiple enemies beating on me and the same for when I'm the only one at a dolmen. There have been a few changes over the years that have made her less fun to play, but this cast time on shields might be too much for me. I suppose I could equip a resto staff for when my pets die due to not being able to shield quickly enough and I lose their heals, but when I'm getting beat on by enemies, I'm just not great at keeping track of incoming stuns, red circles, watching my health bar, etc., and then swapping bars quickly to get to a heal and back again to actually do damage.

    Because I don't have much time to play due to real life, it took years to get my sorc leveled (she's still only about CP500 and I've been playing since beta). I really hate the thought that I have to start over with another class just so I can have one with an instant heal that is not reliant on a pet that may die. I've heard theories about why they made this change, whether it's because of shield stacking or because of healers not feeling needed, but I participated in none of the activities where that may apply and I'm still getting affected.

    And just for the record, in response to the dev comment about them feeling like this makes the gameplay more interesting, I don't know who they're referring to. Based on the comments I've seen here and my own, I'm going to say that NO, no it does not. It makes it more frustrating and less fun. It would probably be a good idea to listen to the people who play this game, in all aspects (PVP, end-game PVE, and casual questers) and see what they say and understand that you may have a skewed view on what constitutes fun. I'm just disappointed.
  • keeno9881
    keeno9881
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    ACTUALLY they should make shields 20% stronger and take off the cast time
  • Lord_Eomer
    Lord_Eomer
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    RIP Sorcerer, ZOS why even care about feedback?

    As protest, I will unsubcribe from ESO + (PC and PS4)
    Edited by Lord_Eomer on September 24, 2018 5:46PM
  • AsNied
    AsNied
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    After reading patch notes 4.2.1 I can only say that ZOS only hears the cheers of players who can fight on the forum and call for nerfs when they lose.

    ZOS read it again:
    Shields are not OP in themselves, but only in a few cases when you can apply two at a time. You have turned off every Sorc skill to eliminate one stupid combination of skills: Curse -> Star -> Cage -> Frag -> Wrath. Only you forgot that it was the only thing Sorc had to kill anything at all. We do not have good sustain, we do not have good defense outside the shield, now we have nothing in what we would be a little better than other classes. You can also delete Sorcs and forget that they ever existed - along with the players. You will have a base of players you deserve.


    Account Status
    Active - ESO Plus™ Cancelled

    PC/Mac Remaining ESO Plus™ Time
    You have 12 days of ESO Plus™ time remaining on your PC/Mac account.
    Edited by AsNied on September 24, 2018 6:00PM
  • Feric51
    Feric51
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    So let's see here...
    • Because combat pace is so quick, allowing this ability to be interrupted meant that Light Armor players would be vulnerable for too long. Keeping the cast time, but not allowing it to be interrupted allows enemies a short window of time to get in burst damage and kill a damage shield user. We’ll continue to monitor feedback closely for this ability throughout this PTS cycle.

    Contradictory statements much?
    Feric51
    Xbox NA

    Darkness Falls: The Crusade survivor (you young kids will never know the struggle of text-based games)


  • Sennecca
    Sennecca
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    Without a shield, light armor wearers are one shot material in pvp. this means that in order to keep a shield up (if the duration is 9 seconds), light armor wearers will need to cast a shield every 8 seconds to prevent the shield from falling off and becoming an instant casualty instead of fighting. 13-15% of the fight. if a player has lag, they will probably have to cast it more frequently in order to survive.
    With one shot mechanics in some of the pve content, light armor users are one shot materal without their shields. Again, they will be casting spending seconds casting non damaging ablilities to prevent dying which will lower their dps. one second off your rotation if you know you are going to need the shield to survive due to a healer's inability to heal or protect through one shot mechanics. if playing solo material, it will be clunky and remove the smooth flow to rotations. Less people will want to play a class that spends nearly 15% of it's time not dying. Animation cancelling - killed any time a shield may need to be applied.
    Wouldn't healers be more viable if instead of removing all light armor survival skills, healers had better healing skills? cast times will cause disruption in animation cancelling which while some still think is controversial, will still be done by classes that do not have to spend one second casting a shield because the healer can not protect them from some effects.
  • killmove
    killmove
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    I think this is a bad move from ZOS as they can't assume their decisions.
    Shields are game breaking for about 3 years. Now that a good change seems to came, they lost their balls in front of players.
    Don't you understand that they don't represent the whole population and because of them most of other players are disgusted of PvP.

    Adding a cast time to shields and make it impossible to interrupt wont change anything.
    Guess what ??? Sorcs will now cast healing ward and then after cast Conjured Ward and Annulment.
  • RaddlemanNumber7
    RaddlemanNumber7
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    Patch 4.2.1 - Hardened Ward cast time

    I tried some intense solo combat against a lot of resource and flag guards in Cyrodiil. I'm losing a lot of fights that I know I can regularly win on live.

    The cast time on Hardened Ward is too much. Stopping for what seems like a very long second to lay an egg in the middle of intense solo combat just turns you into a sitting duck. Hardened Ward is now a liability, and without it the whole character will need to be rethought and rebuilt.

    I haven't tried it in PvP, but the effect of the cast time must be even worse given the added high mobility and split second reaction times required for PvP combat.

    The fighting style that makes Mag Sorc distinct from other classes is going to be impossible to use, except for fighting trash mobs and delve bosses.

    IMHO I think that adding cast times to shields is a big mistake.
    PC EU
  • The_Lex
    The_Lex
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    I don't know. These changes in survivability across the board (pve and pvp) make little sense unless ZOS's aim is to make the Sorc class more like a traditional TES Sorcerer. Traditional TES sorcerers wore heavy armor and were less the glass-cannon spell casters that they are in ESO.

    I still don't like it, though.
    Edited by The_Lex on September 24, 2018 7:14PM
  • bardx86
    bardx86
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    killmove wrote: »
    I think this is a bad move from ZOS as they can't assume their decisions.
    Shields are game breaking for about 3 years. Now that a good change seems to came, they lost their balls in front of players.
    Don't you understand that they don't represent the whole population and because of them most of other players are disgusted of PvP.

    Adding a cast time to shields and make it impossible to interrupt wont change anything.
    Guess what ??? Sorcs will now cast healing ward and then after cast Conjured Ward and Annulment.

    Nerfing shield by artificially slowing my reaction time is a terrible way to handle this. Are shield the problem or how good I'm at stacking them the problem?
  • kadar
    kadar
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    Patch 4.2.1 - Hardened Ward cast time

    I tried some intense solo combat against a lot of resource and flag guards in Cyrodiil. I'm losing a lot of fights that I know I can regularly win on live.

    The cast time on Hardened Ward is too much. Stopping for what seems like a very long second to lay an egg in the middle of intense solo combat just turns you into a sitting duck. Hardened Ward is now a liability, and without it the whole character will need to be rethought and rebuilt.

    I haven't tried it in PvP, but the effect of the cast time must be even worse given the added high mobility and split second reaction times required for PvP combat.

    The fighting style that makes Mag Sorc distinct from other classes is going to be impossible to use, except for fighting trash mobs and delve bosses.

    IMHO I think that adding cast times to shields is a big mistake.
    On live, every pvp build is built to centered around 1-3 shields instant cast shields defensively. It makes sense that the same build on PTS wouldn't work.

    The point of the change was to change the way large, cheap shields are used, not to make them weaker. It is for this reason I don't believe zos will respond to the suggested alternatives to the cast time: they all either prevent shield stacking or hurt shield sustain. These are both things the devs are not (at least primarily) trying to do.
  • bardx86
    bardx86
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    Patch 4.2.1 - Hardened Ward cast time

    I tried some intense solo combat against a lot of resource and flag guards in Cyrodiil. I'm losing a lot of fights that I know I can regularly win on live.

    The cast time on Hardened Ward is too much. Stopping for what seems like a very long second to lay an egg in the middle of intense solo combat just turns you into a sitting duck. Hardened Ward is now a liability, and without it the whole character will need to be rethought and rebuilt.

    I haven't tried it in PvP, but the effect of the cast time must be even worse given the added high mobility and split second reaction times required for PvP combat.

    The fighting style that makes Mag Sorc distinct from other classes is going to be impossible to use, except for fighting trash mobs and delve bosses.

    IMHO I think that adding cast times to shields is a big mistake.
    On live, every pvp build is built to centered around 1-3 shields instant cast shields defensively. It makes sense that the same build on PTS wouldn't work.

    The point of the change was to change the way large, cheap shields are used, not to make them weaker. It is for this reason I don't believe zos will respond to the suggested alternatives to the cast time: they all either prevent shield stacking or hurt shield sustain. These are both things the devs are not (at least primarily) trying to do.

    Sustain will be hurt in a big way. No longer can shield be used reactively which mean that shield will have to be maintain every sec of play. This will cause an over pay for shields.
  • ezio45
    ezio45
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    @ZOS_RobGarrett Lets have a conversation,

    In your honest opinion please answer the following questions for me.

    If you were a player looking to make a new character for update 20 why would you consider a magsorc.

    If you were a score raid lead in update 20 why would you choose to include a magsorc dps as part of the group?
  • Galarthor
    Galarthor
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    killmove wrote: »
    I think this is a bad move from ZOS as they can't assume their decisions.
    Shields are game breaking for about 3 years. Now that a good change seems to came, they lost their balls in front of players.
    Don't you understand that they don't represent the whole population and because of them most of other players are disgusted of PvP.

    Adding a cast time to shields and make it impossible to interrupt wont change anything.
    Guess what ??? Sorcs will now cast healing ward and then after cast Conjured Ward and Annulment.

    Somebody is confusing sorcs with stamblades.

    And you think casting healing ward before using a real shield is not going to affect sorcs? You are either clueless and trolling. Wasting a global cooldown to apply a very weak healing ward each time you want to apply a shield means you will spent at least 2 out of 6 global cooldowns applying your 1 shield. That's 1/3 of your time given a 5 to 6 sec cycle. If you factor in the 1 sec cast time and the already inherent delay that goes up to 3 sec, which is 1/2 of your time. You are right ... that's going to be so OP ...
  • Lord_Eomer
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    • Because combat pace is so quick, allowing this ability to be interrupted meant that Light Armor players would be vulnerable for too long. Keeping the cast time, but not allowing it to be interrupted allows enemies a short window of time to get in burst damage and kill a damage shield user. We’ll continue to monitor feedback closely for this ability throughout this PTS cycle.


    ZOS is actually thinking Players have 50k shield in light armor but in PVP its hardly 5K -10K shield!
  • nuttytom
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    "Because combat pace is quick" so here's a cast time to slow it down and interrupt the flow of sorcerer combat.
  • Kerioko
    Kerioko
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    Dinosaur Chicken Nuggets - Argonian mNB Tank/Heals (PVP)
    Strawberry Semifreddo - Dunmer mSorc DPS // Sunny D-Light - Breton mTemp Heals
    Peanut Butter Sandwich - Orc sDK DPS // Kellogg's Frosted Flakes - Argonian mWard Tank/Heals (PVE)
    Cor-Leonis
    friendship - integrity - perseverance
  • dagonbeer
    dagonbeer
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    nuttytom wrote: »
    "Because combat pace is quick" so here's a cast time to slow it down and interrupt the flow of sorcerer combat.

    Well it was interrupting the kills from gankblades and heavy stam builds...
  • JadonSky
    JadonSky
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    • Because combat pace is so quick, allowing this ability to be interrupted meant that Light Armor players would be vulnerable for too long. Keeping the cast time, but not allowing it to be interrupted allows enemies a short window of time to get in burst damage and kill a damage shield user. We’ll continue to monitor feedback closely for this ability throughout this PTS cycle.


    ZOS is actually thinking Players have 50k shield in light armor but in PVP its hardly 5K -10K shield!

    Exactly what i meant by I don't think the people making these changes even play the game. It's like they think shields are really strong but in reality once your shield is not available its instant death. Anyone who runs shields know they only last 1-2 seconds in a fight and with the ability to crit will now last even less time. Adding a cast time prevents a light armor class from having an instant defense like NB with cloak and Templar with breath of life.. sorcs had harden ward. It may seem fare if they added the same cast time to those classes as well to make it "balance" and it would make their logic make more since, but thats not the case.

    They killed the sorc light armor builds. You could run heavy but good luck with sustain.
    Edited by JadonSky on September 24, 2018 7:57PM
  • Jsmalls
    Jsmalls
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    The sheer fact that is thread is almost to 1000 posts should speak volumes.

    You have sorc mains, non sorc mains, sorc haters, etc all saying this is a poorly thought out attempt at balancing.

    If you want to remove damage shields effectiveness for light armor, you have to give light armor players SOMETHING. They cannot survive in the current meta as is, and they will go extinct for many classes.

    The only way to run light armor is with 25k resistances through other means, 1.5k-2k crit resistance, and 25k+ health if this patch goes live. And to stack these stats you are giving up so much you'll be a wet noodle.

    Playing a heavy armor or medium armor stamina player will be significantly more effective in any competitive situation.

    Lastly. It was stated that they wanted to give counterplay to damage shields. Consistent high damage from a single source or multiple sources was counterplay to this defense mechanism. Problem is cyrodiil meta is mediocre damage, high defense, and running in large groups, and these players CANNOT kill a great Magicka Sorc (or really any skilled player) on their own. Skilled players had no problem dealing with average MagSorc, MagNbs, or MagWardens. But to kill a skilled light armored Magicka player it required skill as well. One incap, dawnbreaker, meteor, leap, or hard hitting ability or CC when the damage shield was down was a death sentence. If a player casts a vigor and rally precisely as needed coupled with roll Dodge and blocking, they would become very hard to kill. But a Light armor Magicka player doing the same isn't balance? Nothing but hypocrisy.
  • ZOS_JesC
    ZOS_JesC
    admin
    Greetings, we've removed a few nonconstructive and bashing comments. This is a reminder to please keep comments on topic and constructive, thank you.
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  • maboleth
    maboleth
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    Guys, I guess it's official - there's no chance for them to roll this back. Cast time is here to stay. They will tweak this or that, but they are 1001% satisfied with cast time idea. Like, thoroughly satisfied.

    Devs, I guess me and you are playing different game. At least on the PVP side.

    The current state is just terrible - either revert the change or completely redesign the way sorc/light armour work.
  • Super_Bubus
    Super_Bubus
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    Well, after first week PTS patch notes I honestly thought the cast time wouldn't last even a week.. I get ZOS want to make their ideas go through live but you need to understand the player's point of view because they play the game daily. And it seems the persons who decided this don't do as much. Also, forcing your way in just because you want your ideas to go live out of some power trip will result in the opposite reaction from your community.

    So I'll let a little post (probably useless) of my own to expose why in my humble opinion it is bad, for EVERYONE in the game.

    • First, let's talk about PVP. I am not a PVP player and not even a magsorc main but I do main magblade in both PVP and PVE and also play a vast enough variety of classes. And still I honestly think this is very bad, especially for the gameplay's identity. Like the dev said in the latest comment for Ward, it is a fast paced game. The mere consideration of adding cast time to abilities goes against this line of thinking.
    However, I do think players should try and play other classes instead of having one character and focus the crap out of it and whine everytime there's a bad change affecting it. Because this game still gives a lot of possibilities and players should try other things. But not because devs force them to.
    To be honest I don't like playing against a magsorc in BG or Cyro (for the very few times I go there). Why? Because players just brainlessly spam Ward+Harness/Dampen and Overload from their spawn in BG or run around doing the same. Of course it's not all, I've seen others play with Rune Prison which was fine I mean I accept being caught in a hard CC (even before Prison got nerfed) and suffer the burst that results from it. But brainless gameplay I don't.. Lazy players aren't good players.
    So I thought Ward should've been nerfed long time ago but NOT like this. And pushing the duration to 9 and 14 seconds? Why? Have you ever seen a shield last this long in combat?? Most of the time even a 24k shield lasts just 2 to 4 seconds. This is just a way to say "Ok we made this ability useless but not toooo too much so that players don't get too angry". This shows how little time the personS (plural is important) in charge of this spend in the game playing.
    And then, you want to do as much with Harness and Dampen? When you face a capable player, a shield isn't "very powerful" like you think. Plus you can't really have a one second gap in your rotation, you either need to burst because you have a window or need to regain resources especially when you're 1vsX. Being proactive won't save you from a gank because everything happen while you're taking your du*p (because yes the animation is also terrible) casting your shield. So there's no opportune times DURING combat. Even if you find the time to place the Ward/Harness/Dampen during combat it won't last.
    Making shields critable and forbidding stacking was enough of a nerf on its own. Why would a light armor user go for heavy gears just to try and make their shield stronger considering shields have resistances? It's ridiculous...
    If you want players to be proactive with their shields, increase the cost of it. It is punishing enough for someone who spams and it will force them to watch for their resources.
    If this goes live then it will be medium armor users turn with Shuffle and Vigor receiving a cast time. And then the whole gameplay will be slowed down because hey why not adding a cast time to every abilities?
    Now as I'm not a PVP hero i may have forgotten lots.. But these are my main thoughts.

    • Here goes PVE now. And it seems those nerfs only took into account PVP. As I read the devs comments it's only about PVP and shields users being "difficult to kill"... Have you forgotten about PVE and how much this affects PVE players? Once again this is NOT the correct way of nerfing a class and light armor shields. Have you ever tried to go in vMA for the first time with a one second cas time shield? I mean in first few stages it is manageable for a first timer but then I'd be so curious to see one going there and see how he manages ice stage for example. The incoming damages is so high everything can and will kill you in one second, and in every stages. So yes, there's a handful of players who run vMA without a shield and flawless it, but those spend tremendous time there, like over at least hundreds and sometimes thousands of runs. Achieving Flawless Conqueror is already a freaking hard task as it is currently. And yet you want to make it even harder? For light armor users (not vMA thousand runners) this is already very hard to even complete in veteran. And I talk about every light armor classes, because yes surprisingly there are not only magsorcs. Magsorc is/was sorta the "easy" way to go through vMA if you farm it for weapons but to casual players there's no real easy way for it and I personally don't plan on doing thousands of runs before removing my shield from my bar.
    But it's not only about vMA, thankfully. In PVE it's almost the same as PVP. Yes damages are more predictable because of the AI but it is still very tough to predict it under pressure when you have to take into account everything. This is valid both in solo and group content. Progressing through veteran trials for players that are not used to the difficulty (not even mentioning players who PUG veteran trials) and can't have the "security" of an instant shield is plainly pointless. If you miss this security, and you will, you put the whole group in a very tight spot and it will result in a wipe, again, and again.
    And it's not only about Damage Dealers. I love this game because of all the possibilities it offers to the player. There's no class for one role. Yes one may perform better in specific situations but you can play any role with any class, and THIS is amazing. I have my friend who plays a sorcerer tank and manages it very well in every situations. And guess what? Conjured ward is the main ability there for a sorctank!! IKR?! Add a cast time to it and the tank dies, and then it's chaos around because my tank lost taunt since it's dead. And adding resistances to shields for this particular sorctank is pointless. They don't need resistances on their ward they need an instant 24k security to withstand heavy income damages. I don't know, maybe remove the cast time on one morph and add resistances on this morph, and reduce how much damages it gives and its duration to let people choose between a more defensive approach. And then do the same with Harness/Dampen, rework one of them for a more defensive possibility that will affect both light and heavy users, without this awful cast time. But give them that possibility.
    When under pressure there's a moment before receiving the information saying you'll get hit a lot, so a second passed already and then you process to pressing the shield key and another second passes. But it's useless since you're already dead.
    Same goes for healers Templars, Sorcs, NB, Wardens. You need to be very on point with your resources and timing to react accordingly. If you miss out on a timing and can't heal your group, everyone is done. Cast time makes this worse. You have to understand not everyone plays PVE content in a guild and not every healer, nor tank, nor dd is a game wizard. And you can't expect them to be like this because it won't happen.

    So, same as above. If you want players to actually progress, understand their characters and make the effort to become good, regardless of the class they play (still light armor there obviously), do not add a cast time to shields and try not to be lazy in nerfing abilities doing counter balancing/nerfing here and there to not make it look too terrible. Think this through please, put yourself in the players shoes (both PVP AND PVE). I honestly think increasing the cost of every shields and leaving the crit chance and resistances (or even the interrupt thing since I honestly doubt someone can react fast enough to interrupt a shield cast) in place would be a hundred times better than this but there's still so many things better than a cast time to nerf an ability significantly and you've missed them all.

    I truly hope for a better Patch notes next week that goes in line with what ESO gameplay is and should stay as.
    Also, this french one is sorry for his english :3
  • CritsTheBed
    CritsTheBed
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    Everytime these terrible ideas get thrown on the pts notes I always think maybe this time they'll listen to the people that pay to play their game because what business doesn't want happy customers to generate revenue? But time and time again that's not how zos operates. Look at the percentage of people saying cast times on shields are a terrible idea. Aside from a few trolls most players know it's a terrible idea.

    I play for enjoyment, it's just a job for them, that's the disconnect so I'm done talking about it.

    Pack it up boys we lose again. Cancel your subs and stop buying items from the crown store. If they don't care about what eso is for us then don't support what eso is for them.
  • visionality
    visionality
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    So, the changes are out, they didn't reverse the cast time nerf, they buffed dark exchange back to what it was, but what I found interesting was...

    "Soldier of Anguish: Reduced the healing absorption value to 4800 from 5500, and the healing absorption debuff from this set can no longer stack with itself.
    Developer Comment:
    Spoiler
    Damage shields from multiple sources cannot be stacked. We want healing absorption to follow this same ruleset."

    Does this mean that the -aim- was to make sure damage shields cant stack, or did they allready -make- it so damage shields couldn't stack, and just didn't tell us?

    Thanks for that marble, @Doctordarkspawn, made me laugh. But tbh, it probably just means they dont know their own game. Which would not come as a surprise to anybody lately.
  • wills43b14_ESO
    wills43b14_ESO
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    I'm honestly surprised these changes have come this far. I'm pretty sure these changes were mostly centered around PvP with little thought to PvE, but let me provide some insight into how the shield cast times will ruin Sorc PvE. Regardless of PvP cries of doom, I think the PvP sorcs, if they convert to heavy and sustain is buffed, will fare okay.... not great, but okay.

    As for PvE, they actually are doomed. Here's why:


    Current Sorc. Weaknesses - if you are familiar with these, feel free to skip:
    In PvE sorcs right now are either the second weakest or tied for weakest dps with mag wardens (at least amongst magicka, but I'm pretty sure this applies to stamina sorcs as well even if it doesn't apply to stam wardens); I currently have the highest solo sorc parse in my guild at nearly 44k dps (nearly 46k with an assist and resource synergy; no SPC/olorime though), but most others are pulling 48k+ and often closer to 55k with other classes. There are a few good reasons why sorcs are weaker, namely sorcs do not have a very unique kit anymore for dps other than Liquid Lightning, Cfrags, and the storm atro ult (their execute is weaker in PvE due to the lower % required and LL; LL and atro are a GREAT group benefit, however). Secondly, their sustain is honestly beyond terrible. Without a synergy, heavy attacks are a must just to keep DPS up; throw in any shielding and your sustain is completely gone, further lowering dps. With these parses my minor vulnerability uptime is already 70%+ (90-95% for my force pulse build where I do 40k dps). What this means is minor vuln. scaling for mag sorcs is TERRIBLE in trials. Additionally, sorcs don't benefit much from trap or channeled acceleration (dps loss/no gain on my elemental weapon parses; fp might benefit from this since I run mechanical acuity with 25-27% uptime, but I need to test it still) since I am currently running low crit builds (Mothers sorrow has not done well compared to other sets for me in the past, but I may need to revisit it)... what this means is I am not benefiting from a lot of these buffs other classes rely on, if I can even spare the skill slot in the first place (see the rest of the convo. for reasons why; namely bound aegis and inner light). In many trials where I had to have a shield and self-sustain (vMoL maze, vCR downstairs, vHoF pinnacle factotum upper area, etc.) it simply isn't slottable since I have to double bar bound aegis (I already sacrifice inner light for shield and power/crit surge).

    Now everything above about my parses also assumed ideal conditions. Let's factor in that I often cannot stand in one spot often enough for various sets (goodbye Siroria) or stay close enough for zaan (I sacrifice that to let melee stay close while I handle mechanics like meteors from rakkhat, the Mage HM chain lightning, etc.). My dps has now dropped another several thousand probably... it comes close to the original with raid buffs assuming I stay on the same boss the whole time and do not do trial mechanics like the maze in vMoL, upstairs in vHoF, or downstairs in vCR.

    PTS induced weaknesses:
    One thing I loved about the sorc and I took great pleasure in, even if my dps wasn't nearly as good as the other classes (I did provide a lot of alkosh and dps buffs to others with LL and the storm atro, respectively), was my ability to SURVIVE, namely with a combination of empowered ward and power/crit surge. I was okay with being a weaker class namely for this reason as I loved providing utility (synergies) and doing mechanics no one else wanted to do (because they wanted to parse and pull high numbers on the boss). This made me perfect for handling the aforementioned mechanics like vMoL maze, vHoF upstairs on pinnacle, vCR downstairs, kiting various things, interrupting llothis in vAS +2 (one, if not the only, classes who can do well with a force pulse build as well). With the new cast time of the shield, the Sorc viability has SUBSTANTIALLY diminished... close to 0 in fact. Changing shields to be critable/have resists, not being able to stack, and potentially increasing cost with sequential usage were actually all fine changes by me (as long as the latter was handled appropriately) to balance PvP. In PvE, however, sorcs do not have an instantaneous burst heal: they rely primarily on crit/power surge (remember how I said we are fairly low crit as well? This plays a role here in hp sustain). The thing is, there is a lot of instantaneous, rng damage that cannot be avoided such as vCR orb projectile damage, vCR humanoid boss teleportation on you, meteors in vHRC from Yokeai Kai (fast enough you can't shield and they're dropping tons in a very broken fashion atm), various dots like from Za Maja, multiple mob damage, etc. etc. In vHRC you also have the sehai storm from the warrior, in vMoL the orbs in the maze randomly shift and will just occasionally hit you. In vAS +2... well.... shielding through llothis poison cone while also taking other mechanics that sometimes just can't be avoided (felms bacon strips when both land right beside you while in the cone) all amount to A LOT of FAST-PACED DAMAGE. What this means is I need a burst heal or large, instant shield. Most of these cannot be preemptively shielded through without further compromising my already low dps. Some cannot be shielded at all: sehai storm in vHRC, for instance since you need to block to survive when the shield goes down. Other classes do not have these punishments since they have instant cast heals even if they cannot shield as well as HoTs they use regularly and can apply while the feces hit the fan, so to speak. Furthermore, even with power/crit surge, I have to have something to hit to get heals, which does not happen in some cases like the vMoL maze (ntm if I'm low crit I am not always guaranteed ~1 heal / second...). What this means is casting shields now takes away SIGNIFICANT dps in addition to their SIGNIFICANT resource usage for bad sustain, and I cannot run/block while even trying to use it (vMoL maze requires FAST running, especially on the left side). Many claim (and probably you guys as well given the changes) that dark exchange and morphs will make up for this: the fact is they will not, see above... it is a cast time and will SIGNIFICANTLY LOWER dps and CANNOT be used as a burst heal due to the cast time and inability to block/run in many situations, such as sehai storm or vAS +2 poison cone (this is a significant difference compared to every other class!). This is all assuming I have the bar space to slot it in the first place. One argument is to constantly renew the shield. This will not work either because it further caps our dps (we are some of the weakest) and resources (we struggle some of the most of any class) and sometimes still needs recast. In my experience, crit/power surge does not heal enough to negate bursty damage; I often have to use it in conjunction with a shield to get my hp back up without being bursted down by mechanics. The Matriarch is also not viable due to issues with mechanics and pet AI/mechanics interactions as well as bar slot availability.


    What this means:
    Sorcs will remain a weaker class and will be shut out due to their inability to pull decent numbers AND survive (most every class can still do this). A lot of melee users have mentioned shields were op regardless, but they have 20% (I think) AOE reduction and higher resists (this brings 20k initial damage down several thousand more for stam than it would magicka), as well as a fairly bursty HoT with an initial heal in the form of vigor. Oftentimes, magicka have to solo portions (maze/vHoF upstairs/vCR downstairs) of trials and take the same extraneous damage that melee users take as well; and we oftentimes have to stand in melee range of the boss too, so we suffer as much as stam many a time and this time without shields. Our 20% AOE reduction and Vigor WERE SHIELDS! Sorcs are no longer a nuke-resistant cockroach, pull some of the lowest numbers, bring little utility to the group other than a synergy or two, and in general just will not be worth playing. It would be one thing if all classes were equally affected and nerfed in terms of ability to self-heal instantly or have to make much more strenuous decisions about what skills they need to survive and simultaneously sacrifice a larger amount of dps (comparatively in both the amount lost and the initial base difference), but they do not have to. Sorcs will ultimately be fairly useless except in some very niche occasions.


    My recommendations:
    To balance sorcs in PvP, I think it is fair to make shields critable/be based on resists, prevent shield stacking (mainly healing ward, annulment and morphs, and hardened/conjured ward; shields like barrier, igneous, etc. should not count here). This, mainly, will remove the PvP issues without hurting PvE (i.e. do all of that BUT KEEP THE CAST TIME AT 0). You could possibly even create shield exhaustion where each subsequent shield is for less or costs more (make this logarithmic/exponential, respectively; the first 2-3 casts within 4 seconds should be relatively cheap/effective, but subsequent casts should be very expensive or ineffective if you implement this). Furthermore, to bring sorcs dps up to speed, two things can be done:
    1. Give some kind of passive or way to increase sustain (possibly a class spammable as well; one suggestion is to move bound aegis into a passive, this frees up a lot of space for other skills and allows for spell symmetry. It could also be combined with dark exchange finally, even if it has a cast time).

    2. Give some kind of damage buff. This would ideally be more crit and some other kind of DoT we can utilize (you would need to free up bar space first, see number 1 for examples).

    Other possibilities:
    If shields remain strong in addition to granting sorcs better sustain and mildly better dps, lower dps is very acceptable because they still have niche roles to play (see aforementioned about synergies and cockroach survivalness/doing all the group mechanics).


    I know I will probably get lost in the maelstrom of replies and I don't post on the forums normally, so I probably won't even be looked at. However, I have played a mag sorc (and all of its variations, pet and otherwise) practically since the game came out and have also logged many hours in all trials with him (with many leaderboard runs), so I believe I have some experience and valid insights into the state of the magicka sorc compared to other classes. I hope this view has been informative and if you have any questions, would like clarification, or would like examples of parses, scenarios, etc. please do not hesitate to ask.
    Edited by wills43b14_ESO on September 24, 2018 11:33PM
    Godslayer
    Tick Tock Tormentor
    Gryphon Heart
    Immortal Redeemer
  • Girl_Number8
    Girl_Number8
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    ezio45 wrote: »
    Im going to TRY to be as non toxic as possible with this.....

    Conjured Ward:
    This ability and its morphs now have a 1-second cast time, previously an instant cast.
    Increased the duration of the damage shield for Conjured Ward and the Hardened Ward morph to 9 seconds from 6 seconds.
    Empowered Ward (morph): Increased the duration of the damage shield to 14 seconds from 9 seconds.

    The increase to 9 seconds is useless shields dont stay up that long in pvp
    Likewise the increase to 14 seconds is useless, see above

    The cast time is the part i am most "upset" over
    - Means you cant case shields back to back
    - You cant cast them when your in trouble and have them take effect, compounding the fact that you already could not cast them in the same time frame you were on the attack because of the gcd
    - A one second cast time is the same as a hard cast

    -You can now deal a Critical Strike against an enemy with a damage shield.
    -Your Spell and Physical Resistance now reduces incoming damage before it is applied to your damage shield.
    This change makes damage shields function more consistently with the rest of the game’s mechanics. It means that damage shields are more powerful in PvE content since monsters generally don’t reduce armor. Heavy Armor players in particular will receive much more effective damage shields now. This is intended to make damage shields a more potent tools for tanks. We will be monitoring this change closely throughout the PTS cycle and will make adjustments as necessary.
    -Poisons and Weapon Enchantments can now proc even if the damage done by the Light Attack, Heavy Attack, or Weapon Ability is fully absorbed by a damage shield.

    My shield is 14k out of pvp, thats 7k in pvp, THATS 1 CRIT 1 and there is not a cast time in addition to the gcd were I cant cast a shield

    I thought zos was trying to make tanks more kill able in pvp, by adding the resist to shields you have compounded that. Even tho god knows the light armor will need it now

    Poisons and enchants procing im fine with, excluding entrap which compounds the easiest counter play against sorc, stuns

    THIS PATCH HAS KILLED MAGSORC

    There 0 reason to be a magsorc this update, Respectfully as possible I dont need to try this on pts, I have common sense, I know my class


    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_MattFiror @ZOS_Wrobel

    This 100%~^ It is clear that Zos and most of the people on the forums don't play the game. It use to be a really fun game when there was build diversity and a better community. Sadly, the toxicity introduced by bad players, streamers that edit their videos so they seem unkillable, and the constant nerf threads on PvP because someone can't handle that they died in a video game is killing eso~ gg :|
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