PTS Update 20 - Feedback Thread for Sorcerer

  • Galarthor
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    For PvP, considering Battle Spirit and the likes, you won't even notice the 40% cap.
    It's just cutting it short in PvE. This will have barely any effect on pvp, whatsoever. But will be interesting to see how it interacts with Bastion CP. (Can't you just remove Bastion CP and be done with it already, no more balancing for shields needed).

    The roughly 9000 max from the 40% cap is totally the same as the 12000 you currently get from Hardened Ward. Not a 25% nerf at all. And the fact that shields now can be critted ofc does not make this an even bigger nerf with up to somewhere in the neighborhood of 50%.

    As for the bastion CP:
    sure, let's give stam builds cost reduction for block and dodge but nothing to magicka builds. Totally balanced. Especially since neither block or dodge need to be adjusted to the increased damage from CPs (b/c neither has an upper limit) unlike heals and shields that have an upper limit and as such need to be adjusted upwards to compensate for the additional damage from CPs.

  • jarydf
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    If shields still stack and the size of each shield reduced wont that force magsorcs to stack shields to get enough protection?

    I am confused as to what the nerf is trying to achieve.
    Edited by jarydf on September 28, 2018 8:50PM
  • Doctordarkspawn
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    The more I think about it, the more I come to a simple conclusion:

    Keep the critable shields and the shields benefiting from resistances.

    Remove the cap.

    Simply put: The crit is going to be what kills shields to everything but tank builds and the only one the cap is hurting is PVE where oneshots and massive damage allready dominate most of the content.

    Something has to give and given you dont like retooling old content, ZOS, it's time to give up and rescend the change. If the change hits live and sorcs cant survive oneshots they reasonibly should, you've failed.
  • Vahrokh
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    The more I think about it, the more I come to a simple conclusion:

    Keep the critable shields and the shields benefiting from resistances.

    Remove the cap.

    Simply put: The crit is going to be what kills shields to everything but tank builds and the only one the cap is hurting is PVE where oneshots and massive damage allready dominate most of the content.

    Something has to give and given you dont like retooling old content, ZOS, it's time to give up and rescend the change. If the change hits live and sorcs cant survive oneshots they reasonibly should, you've failed.

    Sorcs balance has already failed.

    ZOS hired Gilliamtherogue, who is the NB genius. They should have hired a MalcolmX for sorcs balance. He would have provided informed input about over and underperforming PvP abilities instead of throwing random darts to a dartboard and see which ones stick and which ones cause players revolts.

    Even then, they'd be balancing the game by informed but 0.1% super elite players who can do the impossible.
    Instead, a MMO is a massively large game for massive numbers, balance should come from analythics and data mining, like CCP does on their MMO since a decade.
    Edited by Vahrokh on September 28, 2018 9:55PM
  • keto3000
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    Qwazz wrote: »
    Can we talk about an insta-cast option for crystal blast, or a stun option for crystal fragments. Bar space is going to be tight without overload.
    Qwazz wrote: »
    Can we talk about an insta-cast option for crystal blast, or a stun option for crystal fragments. Bar space is going to be tight without overload.

    While they are at it, switch the names of the morphs to better reflect what they do:

    Crystal Blast should be the name of the single target morph. MAKE IT INSTANT & COST STAMINA

    Crystal Fragments should be the name of the AOE (fragments hit multi targets) morph. MAKE IT INSTANT & COST MAGICKA.
    “The point of power is always in the present moment.”

    ― Louise L. Hay
  • Doctordarkspawn
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    Vahrokh wrote: »
    The more I think about it, the more I come to a simple conclusion:

    Keep the critable shields and the shields benefiting from resistances.

    Remove the cap.

    Simply put: The crit is going to be what kills shields to everything but tank builds and the only one the cap is hurting is PVE where oneshots and massive damage allready dominate most of the content.

    Something has to give and given you dont like retooling old content, ZOS, it's time to give up and rescend the change. If the change hits live and sorcs cant survive oneshots they reasonibly should, you've failed.

    Sorcs balance has already failed.

    ZOS hired Gilliamtherogue, who is the NB genius. They should have hired a MalcolmX for sorcs balance. He would have provided informed input about over and underperforming PvP abilities instead of throwing random darts to a dartboard and see which ones stick and which ones cause players revolts.

    Even then, they'd be balancing the game by informed but 0.1% super elite players who can do the impossible.
    Instead, a MMO is a massively large game for massive numbers, balance should come from analythics and data mining, like CCP does on their MMO since a decade.

    If this were true, they wouldn't have tried to get the class reps as a program off the ground.

    People blame Gilliam alot. I doubt he's to blame, I doubt he's even there for anything other than analytics. You want someone to blame? Try the dude who, by all records I can find and screenshots of class reps talking to others, has come up with the idea's and has this idea in his head that what he's doing is right and is unable to understand where it failed. And I'll give you three guesses as to who that is.

    Right now, we're seeing the same attempt to reconcile a problem, based on the assumption there is a problem to be solved. And the problem has allready been solved, the shields are now alot less durable in PVP now that their critable. But someone at ZOS has got it into their heads that shields are a problem in PVE because healers, and their convinced it's that because they dont wanna achnowledge their own reliance on oneshots.

    You fight it by continuing to ask questions they cant answer. You make them see the holes in their logic, and they either see sense, or they lose buisness.
    Edited by Doctordarkspawn on September 28, 2018 10:08PM
  • ruikkarikun
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    @ZOS_GinaBruno @ZOS_RobGarrett
    Why critable shields is not enough? Why do you want to nerf to the ground?
    HP cap of shields is a joke in PVE. If you think sorcerer is OP why any vet trial now is like 9+ magicka nightblades? Where is your logic?

    Community asked about removing cast time, said about how bad sustain sorcerer has, about overload, useless rune cage, weak selfheal, low resistances in light armor in PVE, slow and dying pets, pets bad AI, and your answer is deleting cast time and nerfing shields again?

    How, why? Why do you HATE SORCERER SO MUCH?
    You want people quit? What reaction you excpect when you make class weak and nerfing it for the ground?
  • Tonturri
    Tonturri
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    Maulkin wrote: »
    Feric51 wrote: »
    Drummerx04 wrote: »
    Okay, I appreciate the overall direction... but 40% of my health bar on a 24k sorc shield? So Basically why run hardened ward because I'll always be so far over the health cap?

    Is this 40% for ALL shields stacking or just each shield individually?
    Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.
    itzTJ wrote: »
    So does that change to shields occur before or after battle spirit. Because shields are cut in half in pvp. So if a sorc has like 20-24k health, as most do, then they can expect an 8k - 12k shield? (not the best a math). But if you cut it in half because of battle spirit then a sorc with that amount of health is looking at a very small shield. Can someone clarify?
    The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:
    1. The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
    2. The shield would be halved by Battle Spirit to 6,125.
    3. The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)

    The team will continue to monitor and evaluate the change though.

    Just in case you guys haven't ventured into the class rep thread. Here are this morning's clarifications from Rob.

    Still no mention of whether Bastion applies before 40% cap or after though.

    Thanks for linking that.

    I'll be honest I like what I'm hearing from that. I still don't think that on its own this is workable from magSorc POV. But from the POV of balancing damage shields as a mechanic, it's a good direction to be taking them towards.

    Now I want to see them adding/improving the HoTs in the magSorc toolkit and maybe giving some more mitigation. Then I can fully get behind these changes. Cause left like this they would still gut magSorc in PvP.

    My issue thus far is that sorc HAS a hot, a heal, etc. It's just nearly difficult to impossible to actually fit that into a build, especially with the 3rd bar gone.

    For magicka, you've got:
    Frags, CC, shield, spammable/drain, execute
    Streak, Curse, Healing ward, Dark deal....

    Or some combination. Whatever. Anyway, you've got maybe 1 flex slot. Fitting both Surge and something that can actually proc it into your build with any regularity forces you to give up far, far too much. It just doesn't fit (hee).

    I'd love it if Rune had a medium strength DoT that activated on CC break, or could be cast against CC immune targets for a stronger DoT, and lightning form had some sorta stacking effect where, every time it hit someone it put a small DoT on them, stacking intensity. That way you could use it against even ranged builds by running up and getting a hit or two in. It wouldn't be strong, but at least it could crit and proc Surge.

    And then this is all blown to pieces if you want to try and run even one pet.

    Our skills need to do more, both the skills most currently use and the things that see less use so they're worth losing out on other stuff.
    Edited by Tonturri on September 29, 2018 12:33AM
  • PhoenixGrey
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    I just hope shields will still stack.

    I don't see how sorc can sustain without it.
  • Morgul667
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    I wished stamsorc would get some love
  • ruikkarikun
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    So many detailed posts, so many people asked for remove 1 secon cast time and they remove it and gave us more huge nerf 40% hp shields?
    Are you guys understood what happend?
    Is this trolling, or killing class or I don't know?

    6-8k shileld in PVE equivalent 1 second cast time?

    Where are you all people? We got MORE HUGE NERF.
    Edited by ruikkarikun on September 29, 2018 5:35AM
  • ezio45
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    Is a non met magsorc even capable of 50k dps ?

    also what is a build for that

    im assuming lambris, siroira and mothers sorrow?
  • NyxWrench
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    I've never seen a 50k parse from sorcerer. On the other hand, sorcerer is heavily AOE, and I never see anyone do parses on 2 or 3 skeletons at once. I'd love to see a 3-target parse comparison between jobs.
  • jarydf
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    Sigh
    Edited by jarydf on September 29, 2018 6:53AM
  • Enslaved
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    Derra wrote: »
    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.

    You realize i´m not talking about stamsorc do you?

    This is about the 5m range boundless storm of magsorcs. If implosion from that skill is really a problem in your perception i don´t really what to say other than - they could patch it out of the game without compensation and magsorc wouldn´t notice a difference.
    Bringing that up as a problem suggest you have no experience to comment on the topic whatsoever.

    You play sorc and do not know shock damage can trigger implosion? [snip]

    [edited for baiting]
    Edited by ZOS_Icy on July 6, 2025 6:13PM
  • Derra
    Derra
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    Enslaved wrote: »
    Derra wrote: »
    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.

    You realize i´m not talking about stamsorc do you?

    This is about the 5m range boundless storm of magsorcs. If implosion from that skill is really a problem in your perception i don´t really what to say other than - they could patch it out of the game without compensation and magsorc wouldn´t notice a difference.
    Bringing that up as a problem suggest you have no experience to comment on the topic whatsoever.

    You play sorc and do not know shock damage can trigger implosion? [snip]

    Read again what i wrote and this time try to understand it.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:13PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • StamWhipCultist
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    Derra wrote: »
    Enslaved wrote: »
    Derra wrote: »
    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.

    You realize i´m not talking about stamsorc do you?

    This is about the 5m range boundless storm of magsorcs. If implosion from that skill is really a problem in your perception i don´t really what to say other than - they could patch it out of the game without compensation and magsorc wouldn´t notice a difference.
    Bringing that up as a problem suggest you have no experience to comment on the topic whatsoever.

    You play sorc and do not know shock damage can trigger implosion? Are you trolling?

    I´m saying that implosion on stormarmor is absolutely irrelevant for magsorc or stormarmor in it´s current state.
    They could remove the passive and you wouldn´t notice a difference.

    Learn to read.

    I fail to see you logic? If there is any, that is.
    Any stamina melee enemy will go after sorc, and while in combat in melee range boundless storm can proc implosion. I saw this in battlegrounds, Cyrodiil and in duels.
  • Enslaved
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    Derra wrote: »
    Enslaved wrote: »
    Derra wrote: »
    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.

    You realize i´m not talking about stamsorc do you?

    This is about the 5m range boundless storm of magsorcs. If implosion from that skill is really a problem in your perception i don´t really what to say other than - they could patch it out of the game without compensation and magsorc wouldn´t notice a difference.
    Bringing that up as a problem suggest you have no experience to comment on the topic whatsoever.

    You play sorc and do not know shock damage can trigger implosion? Are you trolling?

    I´m saying that implosion on stormarmor is absolutely irrelevant for magsorc or stormarmor in it´s current state.
    They could remove the passive and you wouldn´t notice a difference.

    Learn to read.

    I fail to see you logic? If there is any, that is.
    Any stamina melee enemy will go after sorc, and while in combat in melee range boundless storm can proc implosion. I saw this in battlegrounds, Cyrodiil and in duels.

    This
  • Derra
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    Derra wrote: »
    Enslaved wrote: »
    Derra wrote: »
    Derra wrote: »
    I feel we´re getting to a workable solution.

    What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).

    Other minor tweaks that would be highly desireable could be:

    - Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
    - powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)

    maybe:

    - convert part of dark conversions healing to a hot aswell (like the resource mechanic)
    - bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)

    Maybe because DK volatile does not proc implosion. Range is good as it is.

    You realize i´m not talking about stamsorc do you?

    This is about the 5m range boundless storm of magsorcs. If implosion from that skill is really a problem in your perception i don´t really what to say other than - they could patch it out of the game without compensation and magsorc wouldn´t notice a difference.
    Bringing that up as a problem suggest you have no experience to comment on the topic whatsoever.

    You play sorc and do not know shock damage can trigger implosion? Are you trolling?

    I´m saying that implosion on stormarmor is absolutely irrelevant for magsorc or stormarmor in it´s current state.
    They could remove the passive and you wouldn´t notice a difference.

    Learn to read.

    I fail to see you logic? If there is any, that is.
    Any stamina melee enemy will go after sorc, and while in combat in melee range boundless storm can proc implosion. I saw this in battlegrounds, Cyrodiil and in duels.

    First of - it no longer hits all melee opponents reliably.

    Stamsorc with uppercut will stay out of range.
    Templar can stay out of range with jabs.
    DK can entirely stay out of its range.
    This is why i suggested a range increase - it´s very apparently designed as a melee counter. Which it can´t do if melee opponents (some not all) can avoid getting hit by it.

    Then implosion only proccs under 15% health.
    Thinking that implosion got you killed in that scenario where you dropped this low against a class with a preapplied execute that triggers from 20% health is just deluding oneself into the thought that some passive luckchance killed you - not the mistakes you made before that got you in a situation to get hit by a 5m melee aoe sub 15% health from an entirely ranged class. No it was the nasty proccchance - for sure :joy:

    Making the argument around this passive is not very smart - or should we bring in passive 12% healing taken for volatile into this?
    Minor mending to templar focus?

    But then i´m all with you - i think a passive rgn execute is garbage. Just like passive dodgechance is garbage. Imo it would be way better to let the passive increase shock and physical dmg on enemies below 15% health by a certain amount?
    But this isn´t relevant to the discussion about boundless storm. It´s just a strawman.
    Edited by Derra on September 29, 2018 8:27AM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Illuvatarr
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    If you arent slotting boundless storm now as well as empowered ward, you are doing yourself a disservice. Better to learn to play with them now.

    I would be slotting the healing pet but it takes two slots so waiting to see what they are going to do about that.
  • Aedaryl
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    [snip]

    What ?

    Volite armor have more than double damage, have double range, give you 12% more healing, and cost 1.1k+ less than boundless storm.

    Boundless storm can proc an execute that will not kill people since sorc already have an execute that proc when going under 20% and sorc have 7.5s of major exepdition, which is useless wihthout snare immunity and regarding the cost of it.

    This is biased ?

    Let's look the class at a whole :
    • Sorc is a ranged class and DK a melee one. Why DK fighting melee has the double range than the class fighting at range ?
    • Sorc is harder to sustain than DK, why the sorc skill cost 1.1k+ more than the DK one for a lesser version ?

    Can you tell me why the sorc skill should cost 1.1k+ more, having far less damage, giving far less usefull passive boost, and having 2x less the range ?

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:16PM
  • cpuScientist
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    ANYWAYS!!!!

    Bar space is now super duper tight. Still have no dot on there. Oh well. Going to have HAVE to use DSA staff to combine spam and cc. Going to have to use boundless. Then take a look at whether we prefer a hot with rapid Regen or a second shield. Then for gear still need LICH, NEED IT. And we will have to decide if we want another sustain set or a defense set such as brass or impreg. Then for monster set we should since we are losing Stam Regen from amber plasm. Probably go bloodspawn or engine guardian. Either these changes and put a Stam Regen glyph on one Jewelry piece perhaps make it infused.

    This is because max mag builds while helping our offense will no longer help our defense. Unless we I dunno go a health set and then use necro. Boooooooo lol.

    In my estimation, magSorcs will all have to play highish Stam with good Stam Regen and atleast one but maybe 2 defense sets and a sustain set, I personally don't see any build variety. And maybe 1 shield for a hot a weak pathetic hot. It's either rapid Regen or critsurge can't have both without giving up more of our limitied offense.

    Good sorcs will still be able to cook potatoes. But that's about it now. Why bring inr in your small man? And why solo in them unless you just like punishment or really love the class I guess haha. Oh well. I'm sure people will find something that kinda works well enough to be passable.

    But a weaker setup in PvP had just gotten alot a ton weaker and less fun. GG ZOS!!
  • Lifsteinn
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    My feedback is: I don't like the shield's cast time. This is bad in both PvP and pve.
    The overload change looks fine, maybe lower the cost.
    Sorcs need more sustain.
    Nice change on crystal fragment icon! Thanks.

    Please remember: Do NOT ruin PvE because of PvP. This is a general advice. Thanks.
  • Ranger209
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    <Jedi mind trick on> "Shields on live are fine" <Jedi mind trick off>
  • Galarthor
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    Derra is not one to ask for unwarranted buffs.
    His suggested balance changes oftentimes fall short of what is needed simply b/c he does not want to overbuff sorcs - probably also b/c he knows the backlash he will receive for asking for quality of life improvements for sorcs in the first place. So I find this accusation pretty ridiculous!
  • StamWhipCultist
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    Sorc has very good mobility. Way better that DK or templar.
    Sorc has double executes, active and passive.
    Sorc will still have one more solid shield compared to some other classes, shield that also help its pets.
    I dont see why boundless storm is such a big deal for Derra to point that out as some major flaw.
    I mean, it last 23 seconds, its not like spammable where 200-300 cost reduction would be major thing.
    Its radius is realistic for a class like sorcerer. Why would you want more than 5 meters anyways?
    As I said, what playstyle you need more than 5 meter for?
  • Tonturri
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    Sorc has very good mobility. Way better that DK or templar.
    Sorc has double executes, active and passive.
    Sorc will still have one more solid shield compared to some other classes, shield that also help its pets.
    I dont see why boundless storm is such a big deal for Derra to point that out as some major flaw.
    I mean, it last 23 seconds, its not like spammable where 200-300 cost reduction would be major thing.
    Its radius is realistic for a class like sorcerer. Why would you want more than 5 meters anyways?
    As I said, what playstyle you need more than 5 meter for?

    1) People vastly overestimate the usefulness of Bolt Escape, especially when fighting someone competent (as opposed to a scrub who doesn't instantly close the gap)
    2) Implosion is an extremely low proc chance and an extremely low health threshold. It could be removed and nobody would notice much of a difference in getting kills. If you run the active execute, then the passive one is nullified anyway.
    3) Melee range on classes is being upped to ~7m generally, isn't it? Something like that. So, presumably we need more range on our melee stuff for the same reason others need more range on their melee stuff. It's a skill that does damage when the sorc is in the one place they DON'T want to be - in melee range. Rather odd, isn't it.
  • StamWhipCultist
    StamWhipCultist
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    Tonturri wrote: »
    Sorc has very good mobility. Way better that DK or templar.
    Sorc has double executes, active and passive.
    Sorc will still have one more solid shield compared to some other classes, shield that also help its pets.
    I dont see why boundless storm is such a big deal for Derra to point that out as some major flaw.
    I mean, it last 23 seconds, its not like spammable where 200-300 cost reduction would be major thing.
    Its radius is realistic for a class like sorcerer. Why would you want more than 5 meters anyways?
    As I said, what playstyle you need more than 5 meter for?

    1) People vastly overestimate the usefulness of Bolt Escape, especially when fighting someone competent (as opposed to a scrub who doesn't instantly close the gap)
    2) Implosion is an extremely low proc chance and an extremely low health threshold. It could be removed and nobody would notice much of a difference in getting kills. If you run the active execute, then the passive one is nullified anyway.
    3) Melee range on classes is being upped to ~7m generally, isn't it? Something like that. So, presumably we need more range on our melee stuff for the same reason others need more range on their melee stuff. It's a skill that does damage when the sorc is in the one place they DON'T want to be - in melee range. Rather odd, isn't it.

    Uppercut barely hit anyone that is not either being zerged down and immobilized or complete newcomer.
    Implosion has solid proc chance, as seen from BGs where it proc a lot.
    15% health might seem low but paired with other skill sorc use that are pretty much all based on lightning, it has great synergy with class.

    if someone suggested revision of rebate as outdated passive, Id understand that.
    if someone asked for stun back on frags, Id understand that.
    but focusing on boundless as one of main issues is really [snip] moment for me.

    [edited for profanity bypass]
    Edited by ZOS_Icy on July 6, 2025 6:15PM
  • Apherius
    Apherius
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    Dark deal is meh, it could be so much more interesting in PVE
    I really don't understand why class reps said it's something we could " work with " @Tasear , I agree with the rest but not with the Dark deal change.

    the cast time IS the issue.

    Dark Conversion
    • if your goal is to make it interesting in both PVE and PVP, here is an idea (not the best):
      " Dark Conversion: Cost 2000 stamina ~ Cast-T : Instant ~ Duration: 20,4 sec ~ Self : Bargain with darkness, restore 8K health and 3600 Magicka after 1,2 sec. [ Then restore 1100 health and 190 magicka each 1,2 sec and deplete 350 stamina each second during 19,2 sec. Until you run out of stamina or the ability is toggled off]. You can be interrupted within 1,2 sec after you used the ability.

      I really like this idea, make it a toogle like mend wound ( requiered on one bar only), toggle the skill on ... wait 1,2 sec then toggle it off, and repeat if you only care about the first part of the skill, or keep it on and it will start draining your stamina while restoring your health and magicka each 1,2 sec after 1,2 sec.

    • Dark Conversion: Cost 2250 stamina ~ Cast-T : Instant ~ Self : Bargain with darkness, restore 8K health and 3600 Magicka after 1,2 sec. and an additional 2400 magicka over 20 second. you can be interrupted within 1,2 sec after you used the ability.
      ( This would make the ability useful in PVE cause the cast time is the main problem ) and keep it useful in PVP.

    Dark Exchange
    • Dark Exchange: Cost 3014 stamina or Magicka ~ Cast-T: Instant ~ Self: Bargain with darkness to restore 8K health and 3600 magicka or stamina after 1,2 sec and an additional 2500 magicka or stamina over 20 second, whichever maximum is the higher. and cost 3014 stamina or magicka whichever maximum is lower. You can be interrupted within 1,2 sec after you used the ability.
    • Dark Conversion:: [ Has reduced cost ]
    • Dark Deal: Cost 1100 stamina or magicka ~ Cast-T: Instant ~ Self ~ needed on 1 bar only ~ Toogle: Bargain with darkness to restore 1100 health and 250 magicka or stamina each 1,2 sec, whichever maximum is the higher and cost 300 stamina or magicka each 1 sec, whichever maximum is the lower. Deplete stamina or magicka until your run out or the ability is tooggled off.

      They would need to ajust the values ofc.
    Edited by Apherius on September 29, 2018 5:30PM
  • Derra
    Derra
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    but focusing on boundless as one of main issues is really [snip] moment for me.

    I´ve posted feedback on a number of skills in this topic.
    It just happens to be that boundless is the worst skill out of the skills that gamemechanics mandate to use.

    We could have endless debates on useless skills/passives sorc has (implosion is one of them for magica sorc). We could also have endless debates on fragstun - which zos won´t restore either way.

    My feedback on boundless is simply rooted in the neccessity to get an armor buff next patch. Those other skills/passives are somewhat irrelevant. The armor buff won´t be next patch - so imo it´s of higher priority to be put in a state where it´s secondary functions aren´t entirely useless.
    Implosion has solid proc chance, as seen from BGs where it proc a lot.
    15% health might seem low but paired with other skill sorc use that are pretty much all based on lightning, it has great synergy with class.

    Can you provide more than anecdotes about that statement?
    If you find a competent magsorc that thinks implosion is a good passive i´ll not post in this topic again for this patch cycle.

    Because coincidentally since i reset my killcounter i CAN provide evidence on the usefulness of implosion.
    Out of 1185 killingblows a total of 35 came from implosion. That´s 2.9%.
    Now important is: Since implosion applies it´s dmg before the actual skill that triggers it - it´s pretty safe to assume that the skill would have killed the enemy in almost all of those cases either way (because that skill is endless fury for me).
    Implosion IS a useless passive and you do not know what you´re talking about.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:19PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

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