Angry.
- it removes something unique about the class
- sorcs struggle for bar space as already covered by the reps / ZOS and this creates us a further issue in particular as other changes means other skills needed (such as boundless for resistances, which before went on OL bar)
- massive impact to full pet sorcs as space is worse
- massive impact to sorc healers for same reason
Lastly. Just the change in general, they are breaking a unique skill that was very sorc and balanced. It sealed huge damage, but was easy to dodge, very telegraphed and left you with no heal on that bar for non pet sorc.. The GCD in / Out meant you used it in combat at risk. It feels they broke the skill for no real reason, or at least not fixing a current issue.
Angry.
- it removes something unique about the class
- sorcs struggle for bar space as already covered by the reps / ZOS and this creates us a further issue in particular as other changes means other skills needed (such as boundless for resistances, which before went on OL bar)
- massive impact to full pet sorcs as space is worse
- massive impact to sorc healers for same reason
Lastly. Just the change in general, they are breaking a unique skill that was very sorc and balanced. It sealed huge damage, but was easy to dodge, very telegraphed and left you with no heal on that bar for non pet sorc.. The GCD in / Out meant you used it in combat at risk. It feels they broke the skill for no real reason, or at least not fixing a current issue.
This and:
- massive impact to tanks.
How. If you go skill by skill or tool by tool in terms of tanking vs a DK then the result becomes this:
1.) DK can use every ultimate for tanking because of the Battle Roar passive and all of their ultimates have some sort of survivability/mitigation attached which is useful in tanking. A Sorcerer's only arguable ultimate is Absorption Field which in a boss fight only counts as a HoT and does not help with survivability in any way. Overload can be used for extra buffs and skills which could make up for that but in the new form all it is is a sparkly light and heavy attack and Magicka regen, which, again, adds nothing to survivability.
2.) Passive for passive the DK has 11 (out of 12) passives useful for tanking in one form or another. In comparison the Sorc has 7 (out of 12) and that is being very loose and generous with the term "tanking" here. Again, the buffs and extra abilities from a 3rd bar could be used to make up for this imbalance and no longer do.
3.) Tanking skill/tool of a DK vs a Sorc is, shockingly, also vastly superior when examined closely. Again, with Overload this gap could be narrowed.
Now I'm not saying a Sorc was as good as a DK in tanking with Overload but it was tolerable in a certain sense. Now every skill and tool and passive has to be compared on face value and as far as I am concerned it is a 50% tanking nerf for my Sorc tank (from what it is with Overload). I've rerolled to a DK and had no problems at all running vet MHK without having levelled all the skill lines and keep getting one-shot on my Sorc almost the entire instance. I've exchanged gear from toon to toon so that isn't different. I've given them similar CP and attribute points and accounted for differences (such as Thief Mundus for my Sorc and CritSurge slotted for heals ((an absolute must in my opinion))).
Someone else has already said this but I will say it again: Overload wasn't used by every Sorc build but they took a whole reason out of using it from a huge number of builds without any kind of consideration or a way to make up for it. It is a straight up gutting and nerf.
The Overload itself and a third bar had to be fixed. These fixes should have been across the entire class with provision for all the roles and stamina/magicka in mind. Then the removal of a third bar could be justified and I would most likely have welcomed it. But they took a huge mechanic which makes up for massive downfalls from the healer and the tank role and cut it out completely.
I could go on and on and on about how they are rebalancing the Sorc wrong with every single change but I think its most likely miscommunication. When we said "Pets" are the problem they thought pets needed to be made invincible when we really meant that there is a slotting issue with pets. When we said we needed PvP mobility they thought we couldn't keep the enemy at a distance and gave us an irremovable undodgeable killer stun. The problems are pretty obvious but they choose to fix them and just go about fixing AROUND them. It's game-breaking to say the least.
PS: in case you missed it I am unhappy about the removal of the third bar.
@Tasear
The thing is that most Sorcs would probably be fine with the 3rd bar bring removed if the following conditions were met:
- a solution to the tight bar space (and no Mr. Wrobel, this isn’t an issue because Sorcs “have to many good abilities”, but because the existing choices are both mandatory and one-dimensional, and also the double bar problem for pets and skills)
- the rework of overload into a cheaper burst ultimate (other than the slow LA projectile it is now)
- a rework of the passives (7 out of the 12 passives are not good or too situational)
- better mobility with restoring Streak and adding something unique other than Hurricane for StamSorc
This would also give Sorc some class identity back - much needed in my opinion.
