ArvenAldmeri wrote: »So they revert really bad change to another really bad change that makes shield utterly useless in pve because it gets one shot. And because sorc don't have any reliable heal over time its really rip for sorc. Why they always have to do drastic changes instead of more smaller ones? My shield is about 20-24k in pve. Thats about 8k with this nerf. Want to nerf it this much? Give us something else as a valid replacement to stay alive. Or dont nerf it as much. Is this because of pvp? Make sheild capped based on health only in pvp. Too strong in your opinion in pve? Make it at least worth slotting because I am not slotting something that gets one shot instantly (yes, pve mobs one shot 8k shield), if you want to nerf it cap it at 15k sheild size, its still gonna be a really huge nerf for ppl used to 30k shield and big nerf to ppl with 20k shields. But like this its really useless even slotting. I dont know if I wanna ever come back to this game if all that happens is my main char getting nerfed to being more useless.
You really shouldn't look at it in terms of your current build. Major changes in mechanics like this means needing to change your build. Now you just need to drop a bit of mag and add a bit of health to make your shields stronger. For PVE, should be easy (not sure about the impact to end-game parses though, but it sounds like you're talking solo as you're mentioning no heals).
First off, thanks for at least listening. Capping shields on Max HP is pretty brutal but certainly better than having cast times.
My honest, non-sarcastic, question is:
If shield-stacking is effectively removed due to this cap on shield-size and any LA build can throw on Dampen Magic and basically hit the cap at 25k HP, then what exactly is the special defence of magSorc?
...
…. then why on earth would I play magSorc? For Streak? Or because my shield is cheaper?
Our supposedly unique class shield is now pretty equal with Harness.
it shields the pets, that is what is unique.
Everything about the class is based around the mechanics of being a pet class. I think that is why there are so many fire and forget skills like curse, wrath, liquid lightning. Free up time to micro-manage pets. The overload third bar was specifically there to provide enough skill slots with all of the triple-bar toggles sorcs have.
If they are going to persist with a 40% cap, sorc health should include pet health in the cap or change the passive for 10% health if pet is active boosted to 15% health per pet. That would keep the shields, maybe, reasonably large enough to keep pets alive, and also encourage pet use for larger shields. ZOS is perpetually trying to get sorcs to use pets.
With these changes pets also need to scale from both spell damage and magicka, scale better with CP, maybe make the now useless bastion CP specifically buff pets.
Trying to make Sorcs use pets in PvP only achieves making them reroll magblades.
The vast, vast majority of magSorcs hate them. They hate that they need to be double barred, they hate the fact that they get stuck in obstacles, they hate that they can be easily killed (easier now with shield nerfs), they hate that they have cast-time to be re-spawned, they hate that they take 2-3 seconds to run up to targets before they start damaging. They hate them.
If the design was entirely different then maybe. But if my nana had nuts she'd be my grandad.
Our supposedly unique class shield is now pretty equal with Harness.
it shields the pets, that is what is unique.
Everything about the class is based around the mechanics of being a pet class. I think that is why there are so many fire and forget skills like curse, wrath, liquid lightning. Free up time to micro-manage pets. The overload third bar was specifically there to provide enough skill slots with all of the triple-bar toggles sorcs have.
If they are going to persist with a 40% cap, sorc health should include pet health in the cap or change the passive for 10% health if pet is active boosted to 15% health per pet. That would keep the shields, maybe, reasonably large enough to keep pets alive, and also encourage pet use for larger shields. ZOS is perpetually trying to get sorcs to use pets.
With these changes pets also need to scale from both spell damage and magicka, scale better with CP, maybe make the now useless bastion CP specifically buff pets.
Trying to make Sorcs use pets in PvP only achieves making them reroll magblades.
The vast, vast majority of magSorcs hate them. They hate that they need to be double barred, they hate the fact that they get stuck in obstacles, they hate that they can be easily killed (easier now with shield nerfs), they hate that they have cast-time to be re-spawned, they hate that they take 2-3 seconds to run up to targets before they start damaging. They hate them.
If the design was entirely different then maybe. But if my nana had nuts she'd be my grandad.
Those that can PVP do, those that can't summon pets.
codestripper wrote: »So here is my biggest pain point at the current moment with my sorcerer, and sorry this might be a little long.
My pet sorc has been my main for over 3 1/2 years. Here is my current build for reference:
Now, as you can see, my playstyle Is shielding, and when I take damage, I use my matriarch as my main heal. This is my playstyle and It works quite well for me. I don't really like the randomness of surge so I don't use it. Not only that, but I really don't have room for it on my bar if I want to keep my damage as high as possible.
The reason I like my current setup is because I have very good survivability, not the highest damage in the world (43k compared to all other classes), and really good sustain with heavy attacks (I can parse a 25 million health dummy with no drop in sustain or DPS).
So my biggest thing for next patch is, how will I be compensated for the dip in survivability? And of course "Will I be able to even use this setup next patch?"
The reason I ask the latter is because I really do not think I can rely on a 7-8k shield to keep me alive long enough to get a full rotation in. As it stands right now I can't even do that with my current shield. It drops off before I finish my rotation, and I either need to re-shield mid-rotation, or hit my pet (which works well enough for me). Will I now have to unslot my healing pet or one of bound aegis or inner light in order to slot crit surge? My shield surely will not be enough anymore.
If I do need to get rid of one pet or one buff, then that leaves me with less DPS overall, on a class that isn't exactly known for its damage this patch...And a class I can't even bring into some trials due to pet mechanics...Like....I will still play this class because I love my pet sorc, but I just want to make sure my point is understood. We DO need something in compensation to give incentive to play a pet sorc in PvE. Either some sort of unique group utility, or some form of DPS increase or survivability increase. As it currently stands, pet sorcs will be overshadowed by almost every other class in the game in a PvE environment. I do agree that we needed something done about the damage shields, and ANYTHING is better than a cast time at this point. I'm just concerned about my, and newer player's future interest in my favorite class.
cpuScientist wrote: »Not saying it's better. But yeah. Also what content was Killing your shields that bad? Like VMA or something? Cause if you have a tank. I mean they should have taunt.
cpuScientist wrote: »
Drop inner light, use critical surgical, and change heal morph to damage morph for Matriarch. Critsurge in PVE especially with all those dots and lightning channel will keep you fine and dandy.
Pets also have reduced costs. So that's a nice sustain buff.
Malem_Benign wrote: »I'm not getting only one thing.
You, players - why you discuss which nerf is better and which is worse?
Maybe better to discuss why something should be nerfed at all?
Or at least why PVE changes aren't going to be separated from PVP ones?
Our supposedly unique class shield is now pretty equal with Harness.
it shields the pets, that is what is unique.
Everything about the class is based around the mechanics of being a pet class. I think that is why there are so many fire and forget skills like curse, wrath, liquid lightning. Free up time to micro-manage pets. The overload third bar was specifically there to provide enough skill slots with all of the triple-bar toggles sorcs have.
If they are going to persist with a 40% cap, sorc health should include pet health in the cap or change the passive for 10% health if pet is active boosted to 15% health per pet. That would keep the shields, maybe, reasonably large enough to keep pets alive, and also encourage pet use for larger shields. ZOS is perpetually trying to get sorcs to use pets.
With these changes pets also need to scale from both spell damage and magicka, scale better with CP, maybe make the now useless bastion CP specifically buff pets.
as someone who hates pet builds good luck
there not even viable for half of eso's content
Our supposedly unique class shield is now pretty equal with Harness.
it shields the pets, that is what is unique.
Everything about the class is based around the mechanics of being a pet class. I think that is why there are so many fire and forget skills like curse, wrath, liquid lightning. Free up time to micro-manage pets. The overload third bar was specifically there to provide enough skill slots with all of the triple-bar toggles sorcs have.
If they are going to persist with a 40% cap, sorc health should include pet health in the cap or change the passive for 10% health if pet is active boosted to 15% health per pet. That would keep the shields, maybe, reasonably large enough to keep pets alive, and also encourage pet use for larger shields. ZOS is perpetually trying to get sorcs to use pets.
With these changes pets also need to scale from both spell damage and magicka, scale better with CP, maybe make the now useless bastion CP specifically buff pets.
as someone who hates pet builds good luck
there not even viable for half of eso's content
Never said pets were any good, but that is what the class is designed around, and ZOS has been perpetually trying to get them used. In my experience they are only good soloing stuff or duels, very niche. In MMOs pet classes are a notoriously risky choice for a player. They wrap up so much ability in the pets that the class is hobbled without them, and then the pets either don't keep pace with power creep, fail to scale well, and keep the class from being buffed because "they have pets". Goes all the way back to the magician class in Everquest - and that had the best pet system I've ever seen in an mmo.
as someone who hates pet builds good luck
there not even viable for half of eso's content
cpuScientist wrote: »codestripper wrote: »So here is my biggest pain point at the current moment with my sorcerer, and sorry this might be a little long.
My pet sorc has been my main for over 3 1/2 years. Here is my current build for reference:
Now, as you can see, my playstyle Is shielding, and when I take damage, I use my matriarch as my main heal. This is my playstyle and It works quite well for me. I don't really like the randomness of surge so I don't use it. Not only that, but I really don't have room for it on my bar if I want to keep my damage as high as possible.
The reason I like my current setup is because I have very good survivability, not the highest damage in the world (43k compared to all other classes), and really good sustain with heavy attacks (I can parse a 25 million health dummy with no drop in sustain or DPS).
So my biggest thing for next patch is, how will I be compensated for the dip in survivability? And of course "Will I be able to even use this setup next patch?"
The reason I ask the latter is because I really do not think I can rely on a 7-8k shield to keep me alive long enough to get a full rotation in. As it stands right now I can't even do that with my current shield. It drops off before I finish my rotation, and I either need to re-shield mid-rotation, or hit my pet (which works well enough for me). Will I now have to unslot my healing pet or one of bound aegis or inner light in order to slot crit surge? My shield surely will not be enough anymore.
If I do need to get rid of one pet or one buff, then that leaves me with less DPS overall, on a class that isn't exactly known for its damage this patch...And a class I can't even bring into some trials due to pet mechanics...Like....I will still play this class because I love my pet sorc, but I just want to make sure my point is understood. We DO need something in compensation to give incentive to play a pet sorc in PvE. Either some sort of unique group utility, or some form of DPS increase or survivability increase. As it currently stands, pet sorcs will be overshadowed by almost every other class in the game in a PvE environment. I do agree that we needed something done about the damage shields, and ANYTHING is better than a cast time at this point. I'm just concerned about my, and newer player's future interest in my favorite class.
Drop inner light, use critical surgical, and change heal morph to damage morph for Matriarch. Critsurge in PVE especially with all those dots and lightning channel will keep you fine and dandy.
Pets also have reduced costs. So that's a nice sustain buff.
cpuScientist wrote: »Not saying it's better. But yeah. Also what content was Killing your shields that bad? Like VMA or something? Cause if you have a tank. I mean they should have taunt.
Please just leave the armor res change and crittable change as is. Adjust the PvE value if you need to and then adjust how much battle spirit cuts shields accordingly. Shields aren't too strong in PvP to start and the crit change is enough of a nerf. Maybe let shields crit and call it a day.
ruikkarikun wrote: »@ZOS_RobGarrett
@ZOS_GinaBruno
@ZOS_Wrobel
Hi. Thank for listening and changes.
But still it seems you want to nerf sorcerer to the ground.
I'm scared about PVE.
You said about "builds should have tradeoffs in reduced survivability".
Like I'm scared about 40% shiled for pets. If they will die too often whole build will be ruined.
But main point is about you think shileds make sorcerer overpowered compared to others. Which is not.
Let's see LIVE server now. Sorcerer in PVE.
- Pet build are not viewable for vet trials (maybe for 1-2 like Atherius Archive but not like Halls of Fabrication etc)
- Sorcerer has far far less dps then magicka nightblade.
- Sorcerer has bad sustain
- Sorcerer has ZERO debuffs
- Bad selfhealing (power surge is weak)
- Low stamina pool, can't use block, roll dodge as any stamina dps
- sorcerer dosen't have vigor
So why you still think sorcerer need sacriface somesthing for defence? I don't understand. In your notes you said about bad sustain and pets who die a lot so why do you nerf defence and keep saying that sorcerer need sacriface stats etc for defence?
I agree that shield stacking is strong, So why can't you make shields not stackable? Somehow. Because single shield is must have for PVE veteran end game. Or you need to buff sustain then if you think 40% shield is enough. Because it's not enough. Again on Live server sorcerer are bad at sustain and endgame vet trials and you make it more more weaker. Where is the logic?
As for PVP again just make shield critable and not stackable.
Why other classes (both stamina and magicka) don't need to invest point into hp, use survability sets and sorcerer after your nerf need? Nerfed class which will be the weakest in the next patch need also sacriface dps for survability? It's insane really.
Hope you can test that 40% HP, and pets problem, and find good solution without cast time. Again sorcerer has bad sustain on LIVE server.
I hope you won't nerf sorcerer to ground, thanks.
Please just leave the armor res change and crittable change as is. Adjust the PvE value if you need to and then adjust how much battle spirit cuts shields accordingly. Shields aren't too strong in PvP to start and the crit change is enough of a nerf. Maybe let shields crit and call it a day.
Imo shields "sweet spot" for nerf would be 60%, not 40%.
Sadly on PTS I can only solo stuff, my guilds won't play vet and hm trials in there, but "by nose" I think 60% shield strength would be okay. It would still cause a lot of deaths in some specific encounters but it would not be crippling.
40% is too low for the cost. Either reduce magicka cost by 30% or leave strength to 60%.
The vast, vast majority of magSorcs hate them. They hate that they need to be double barred, they hate the fact that they get stuck in obstacles, they hate that they can be easily killed (easier now with shield nerfs), they hate that they have cast-time to be re-spawned, they hate that they take 2-3 seconds to run up to targets before they start damaging. They hate them.