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PTS Update 20 - Feedback Thread for Sorcerer

  • Tevalaur
    Tevalaur
    ✭✭✭✭✭
    Between the last PTS cycle and this one, both Annulment and Conjured Ward's actual shield strength according to the tooltips reduced by a huge amount. Annulment had said it would absorb (nude, no points, no passives, no CP) up to 2713 damage, now says 181 damage. Conjured Ward (same conditions) had claimed to protect against 3003 damage, now only 199.

    @ZOS_GinaBruno Was this huge last moment additional nerf intended?

    Is it only a display error? Anyone with time to test what it's actually doing?
    Is Uncle John's band calling you? Do you daydream about Sugar Magnolias? Is your favorite sunflower a China Cat? Tired of Truckin' alone to Terrapin Station? If so, share some Space with other hippies & deadheads in the guild Sunshine Daydream! Send a message in game (PC-NA) to Kaibeth for your invitation.
  • Ashtaris
    Ashtaris
    ✭✭✭✭✭
    ✭✭
    @ZOS_GinaBruno @ZOS_RobGarrett


    Feedback for PTS Patch Notes v4.2.3:
    I see zero buffs for sorc. Bad sustain, weak shields, low dps, bad selfheal, zero changes. You just want to make class dwad and very very weak. I can't anymore sorry.

    I think I will try Guild Wars 2.
    Good luck guys, who tried to defend sorcerer but it's pointless.

    Maybe I missed something, but didn’t the patch notes state that the shield cap was raised from 40% to 50% of max health? That seems like a positive change to me. Whereas there was no positive news for stam builds that I could see, quite the contrary with all the speed nerfs.

  • Tonturri
    Tonturri
    ✭✭✭✭✭
    Ashtaris wrote: »
    @ZOS_GinaBruno @ZOS_RobGarrett


    Feedback for PTS Patch Notes v4.2.3:
    I see zero buffs for sorc. Bad sustain, weak shields, low dps, bad selfheal, zero changes. You just want to make class dwad and very very weak. I can't anymore sorry.

    I think I will try Guild Wars 2.
    Good luck guys, who tried to defend sorcerer but it's pointless.

    Maybe I missed something, but didn’t the patch notes state that the shield cap was raised from 40% to 50% of max health? That seems like a positive change to me. Whereas there was no positive news for stam builds that I could see, quite the contrary with all the speed nerfs.

    The cap being raised is a part of the morph effect of Hardened Ward and Dampen Magic. The other morphs have the previous 40%.
  • joaaocaampos
    joaaocaampos
    ✭✭✭✭✭
    My suggestion before Patch v4.2.3
    • Bastion: Reduces damage taken while using a damage shield ability by [0-25]%.
    • Hardened Ward (new morph effect): You gain Minor Protection (while the damage shield is active), reducing your damage taken by 8%.
    • Dampen Magic (new bonus effect): Reduces damage taken while the damage shield is active by 1% for each piece of Light Armor worn (totaling 7% with 7 pieces).

    So they chose to increase the cap with Hardened Ward and Dampen Magic...

    @ZOS_GinaBruno @ZOS_RobGarrett I have two things to complain about.
    • Dampen Magic: no bonus for using 6 or 7 Light Armor pieces? Really?
    • Bastion: BASTION, ZOS! BASTION! Did you forget? Or just didn't have time?

    Dampen Magic
    • This morph now also increases the shield cap by 2% of your Max Health for each piece of light armor worn.

    Bastion
    Bastion needs to be changed. Or it will be useless (for Conjured Ward and Annulment users). Looking at the Shattering Blows ("Increases your damage against targets with a damage shield by [0-25]%"), Bastion should be a counterpoint! What is the real counterpoint to Shattering Blows? Yes, something like Protection (Minor/Major Protection) buff! There are two ways to go with Bastion. I hope ZOS choose the second.
    1. Increases the Health shield cap by [0-25]%.
    2. Reduces damage taken while using a damage shield ability by [0-25]%
  • Witar
    Witar
    ✭✭✭✭✭
    My suggestion before Patch v4.2.3
    • Bastion: Reduces damage taken while using a damage shield ability by [0-25]%.
    • Hardened Ward (new morph effect): You gain Minor Protection (while the damage shield is active), reducing your damage taken by 8%.
    • Dampen Magic (new bonus effect): Reduces damage taken while the damage shield is active by 1% for each piece of Light Armor worn (totaling 7% with 7 pieces).


    [*] Reduces damage taken while using a damage shield ability by [0-25]%
    [/list]
    Way too op. Even if it will work on shields only. Pirate Skeleton was nerfed cause of this.
    They really should reconsider pve changes to shields. Pvp-wise it's ok.

    Edited by Witar on October 9, 2018 1:42AM
    It cannot be seen, cannot be felt,
    Cannot be heard, cannot be smelt,
    It lies behind stars and under hills,
    And empty holes it fills,
    It comes first and follows after,
    Ends life, kills laughter.
  • joaaocaampos
    joaaocaampos
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    Witar wrote: »
    • Reduces damage taken while using a damage shield ability by [0-25]%
    Way too op. Even if it will work on shields only. Pirate Skeleton was nerfed cause of this.

    Do you know Shattering Blows ("Increases your damage against targets with a damage shield by [0-25]%")? Shattering Blows needs a real counterpoint.
  • ShadowProc
    ShadowProc
    ✭✭✭✭✭
    Biro123 wrote: »
    ShadowProc wrote: »
    Sorc will be fine for pvp. There are some great builds. Just need to change our way of thinking. Or I should say actual think about defense instead of just dumping everything into one stat. Cast time would have been to difficult to overcome but the shield change as is fine.

    Please share.

    No. Think for yourself.
  • maxlacab16_ESO
    maxlacab16_ESO
    ✭✭✭
    ZOS is only good at NERFING...so give them a big hand for excelling at it again!
    Whom ever they are listening to, or wherever they get their misguided ideas from, please STOP!
    There must be one, or even two people with some ideas on the ZOS dev team...I mean constructive ideas, not crappy "let's NERF some more" ideas!

    And yes, I will quit my sub again.
  • Mihael
    Mihael
    ✭✭✭✭
    @ZOS_BrianWheeler @ZOS_Wrobel

    1. not everyone wants to play a master destro sorc

    2. in case you forgot you have a 30 day NO CP campaign and NO CP BGS by weakening shields in cp you are taking a huge dump on mag classes that use shields in no cp
  • Miswar
    Miswar
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    So basically only thing you did you raised the shield cap to 50% of max health? That is it?

    That really makes no diffrence whatsoever. You have already screwed up the frags utterly and have give nothing in back in return. Travel time? Come on ZoS it was ALREADY SLOW before any of that nonsense.

    As for the shields. What you have done is to make EvERY SORC to SHIELD STACK... lol. I find that very amusing considering that this the exact thing you were to fix!

    I did ask this already who is the person in charge of these "sorc ideas" at combat team? Can he come here explain his visions and actually show some gameplay from LIVE servers at the moment. That person must be op as.... since these changes are just absurd.

    It should have been enough to make shields crittable! (Also the shields could have crit) and be done with this shield nonsense... but NO you just had to mess things up and not admit that the person introducing these changes have NO CLUE whatsoever what he/she is doing as it has been proven multiple times over and over.

    As for the frags, permanent sustain issues etc.. I guess it is even pointless to try point that a) Sorc is not by far best DPS in Pve nor PvP and b) Most of the other classes don't have such sustain issues whatsoever... and yes now that you messed up the dps, shields there are not much in terms passives nor heals either.

    Have been doing some PvP and to justify these changes with comments like you need make a choice between offense/defense... come on LOL... the stamina dk's, wardens etc running 7th legions, troll kings, with vigor and forward momemtu,s with +30k resistances taking pretty much 0 damage while delivering DPS like no other classes could... lol.. where the choice in these kind troll dps builds??? I can tell you there is NONE.

    Add these up and I guess have to congratualuate the team. Prime example on how to screw up an class and cause a lot of harm to the game population etc.

    ...only 1 thing to ask ... are these changes/PTS Notes that hit console when NERFmire hits live? If so goodluck with your game and goodbye.
  • Juhasow
    Juhasow
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    ✭✭✭✭✭
    Vahrokh wrote: »
    Juhasow wrote: »
    ezio45 wrote: »
    Juhasow wrote: »
    It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.

    If CP is the problem, instead of crippling the gameplay we love,
    ZOS should rather abolish the ill-designed CP system.

    [snip]

    problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it

    Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.

    I perfectly recall how it was in 2014, even in beta.
    Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.

    BUT

    I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.

    Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.

    Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.

    @Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:40PM
  • bardx86
    bardx86
    ✭✭✭✭✭
    Miswar wrote: »
    So basically only thing you did you raised the shield cap to 50% of max health? That is it?

    That really makes no diffrence whatsoever. You have already screwed up the frags utterly and have give nothing in back in return. Travel time? Come on ZoS it was ALREADY SLOW before any of that nonsense.

    As for the shields. What you have done is to make EvERY SORC to SHIELD STACK... lol. I find that very amusing considering that this the exact thing you were to fix!

    I did ask this already who is the person in charge of these "sorc ideas" at combat team? Can he come here explain his visions and actually show some gameplay from LIVE servers at the moment. That person must be op as.... since these changes are just absurd.

    It should have been enough to make shields crittable! (Also the shields could have crit) and be done with this shield nonsense... but NO you just had to mess things up and not admit that the person introducing these changes have NO CLUE whatsoever what he/she is doing as it has been proven multiple times over and over.

    As for the frags, permanent sustain issues etc.. I guess it is even pointless to try point that a) Sorc is not by far best DPS in Pve nor PvP and b) Most of the other classes don't have such sustain issues whatsoever... and yes now that you messed up the dps, shields there are not much in terms passives nor heals either.

    Have been doing some PvP and to justify these changes with comments like you need make a choice between offense/defense... come on LOL... the stamina dk's, wardens etc running 7th legions, troll kings, with vigor and forward momemtu,s with +30k resistances taking pretty much 0 damage while delivering DPS like no other classes could... lol.. where the choice in these kind troll dps builds??? I can tell you there is NONE.

    Add these up and I guess have to congratualuate the team. Prime example on how to screw up an class and cause a lot of harm to the game population etc.

    ...only 1 thing to ask ... are these changes/PTS Notes that hit console when NERFmire hits live? If so goodluck with your game and goodbye.

    Preach it brother. Damage sucks and they give us 10% more to frags? Really, is that the idea of Sorc damage rework? And you give NB's a 25% reduction from curse which already hits like a wet noodle. Zos you are so disconnected from your game its embarrassing.
  • Vahrokh
    Vahrokh
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    ✭✭✭
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    ezio45 wrote: »
    Juhasow wrote: »
    It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.

    If CP is the problem, instead of crippling the gameplay we love,
    ZOS should rather abolish the ill-designed CP system.

    [snip]

    problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it

    Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.

    I perfectly recall how it was in 2014, even in beta.
    Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.

    BUT

    I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.

    Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.

    Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.

    @Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.


    I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).

    1DeCZta.jpg

    Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
    Never had sustain issues to be honest.

    NOTA BENE
    All of the above pertains to BEFORE Tamriel Unlimited.
    Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:40PM
  • Juhasow
    Juhasow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vahrokh wrote: »
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    ezio45 wrote: »
    Juhasow wrote: »
    It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.

    If CP is the problem, instead of crippling the gameplay we love,
    ZOS should rather abolish the ill-designed CP system.

    [snip]

    problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it

    Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.

    I perfectly recall how it was in 2014, even in beta.
    Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.

    BUT

    I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.

    Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.

    Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.

    @Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.


    I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).

    1DeCZta.jpg

    Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
    Never had sustain issues to be honest.

    NOTA BENE
    All of the above pertains to BEFORE Tamriel Unlimited.
    Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.

    Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:41PM
  • maboleth
    maboleth
    ✭✭✭✭✭
    I tested my pet sorc in Cyrodiil + dueling and she's doing good.

    My only remarks are:

    1. Frag proc is noticeably slower and can make you think you didn't hit, so you press frags twice, starting un-procced one accidentally.
    2. I had some problems to use endless fury, not firing responsively and missing my executing. Might be the case of 120-200 ping as PTS is in the US.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Below are shield values for both morphs at two different health and magicka values. In both cases the magicka value is more than needed for the health cap so this is more about the health cap. These values are in a normal PvE zone.

    I have also posted this in the non class specific thread since once shield is the LA shield.

    Hardened Ward clearly has a formula issue. With a normal dps build it is not yielding a shield

    For a normal magicka build of 17kl health and 48k magicka

    Hardened Ward tooltip of 0.
    Actual shield of 0


    Empowering Ward
    Tooltip 1,255
    Actual 7,088

    Dampen Magicka
    Tooltip 1,561
    Actual 8,578

    Harness Magicka
    Tooltip 1,100
    Actual 6,822

    Mostly in line with the performance last week except for the tooltip error and Dampen magicka now grants the added shield strength per piece of light armor worn. Above is with 7 light.

    FYI. testing with higher health and it also shows the Hardened Ward is an error with the new formula.

    In one build with 27k health and 38k magicka I get a

    Hardened Ward
    tooltip 1,195,
    Actual 14k.
    Dampen Magicka
    Tooltip 1,239
    Actual 13,637


    Bastion still has no actual affect on the size of either shield with the above builds.
    Edited by idk on October 9, 2018 8:13AM
  • Vahrokh
    Vahrokh
    ✭✭✭✭✭
    ✭✭✭
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    ezio45 wrote: »
    Juhasow wrote: »
    It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.

    If CP is the problem, instead of crippling the gameplay we love,
    ZOS should rather abolish the ill-designed CP system.

    [snip]

    problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it

    Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.

    I perfectly recall how it was in 2014, even in beta.
    Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.

    BUT

    I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.

    Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.

    Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.

    @Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.


    I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).

    1DeCZta.jpg

    Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
    Never had sustain issues to be honest.

    NOTA BENE
    All of the above pertains to BEFORE Tamriel Unlimited.
    Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.

    Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.

    Oh, I have perfectly understood you. But you write:
    Juhasow wrote: »
    You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality

    ... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.

    It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
    The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.

    It's been true for 4 years, I don't see why it should suddenly stop now.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:42PM
  • BrightOblivion
    BrightOblivion
    ✭✭✭✭✭
    idk wrote: »
    Below are shield values for both morphs at two different health and magicka values. In both cases the magicka value is more than needed for the health cap so this is more about the health cap. These values are in a normal PvE zone.

    I have also posted this in the non class specific thread since once shield is the LA shield.

    Hardened Ward clearly has a formula issue. With a normal dps build it is not yielding a shield

    For a normal magicka build of 17kl health and 48k magicka

    Hardened Ward tooltip of 0.
    Actual shield of 0


    Empowering Ward
    Tooltip 1,255
    Actual 7,088

    Dampen Magicka
    Tooltip 1,561
    Actual 8,578

    Harness Magicka
    Tooltip 1,100
    Actual 6,822

    Mostly in line with the performance last week except for the tooltip error and Dampen magicka now grants the added shield strength per piece of light armor worn. Above is with 7 light.

    FYI. testing with higher health and it also shows the Hardened Ward is an error with the new formula.

    In one build with 27k health and 38k magicka I get a

    Hardened Ward
    tooltip 1,195,
    Actual 14k.
    Dampen Magicka
    Tooltip 1,239
    Actual 13,637


    Bastion still has no actual affect on the size of either shield with the above builds.

    If my testing was correct earlier, the sweet spot to avoid the hardened ward bug while still getting as much mag as possible lies between 47,332 and 47,436 max mag. I basically took my standard 'stack max mag" petsorc build with necro, IA, and Ilambris on a bar with shield, liquid lightning, blockade, pet, aegis, and atro, and started fiddling with traits and enchants to lower mag and see if hardened ward worked. It didn't at 47,436. It did at 47,332.

    When the thunderstorm passes here, I'll see if I can't upload and post the Overview screen for the setup I used to get to that value.
  • Juhasow
    Juhasow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vahrokh wrote: »
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    ezio45 wrote: »
    Juhasow wrote: »
    It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.

    If CP is the problem, instead of crippling the gameplay we love,
    ZOS should rather abolish the ill-designed CP system.

    [snip]

    problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it

    Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.

    I perfectly recall how it was in 2014, even in beta.
    Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.

    BUT

    I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.

    Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.

    Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.

    @Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.


    I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).

    1DeCZta.jpg

    Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
    Never had sustain issues to be honest.

    NOTA BENE
    All of the above pertains to BEFORE Tamriel Unlimited.
    Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.

    Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.

    Oh, I have perfectly understood you. But you write:
    Juhasow wrote: »
    You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality

    ... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.

    It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
    The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.

    It's been true for 4 years, I don't see why it should suddenly stop now.

    Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:43PM
  • Benemime
    Benemime
    ✭✭✭✭
    I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.

    And I'm an Imperial magsorc (12% max health passive).

    This [snip] shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.

    While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.

    And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah

    What a joke.

    We don't have any defensive chit anymore

    overload nerf that now deals [snip] dmg as well

    at least remove cast time of dark exchange and shields, awfully disgusting gameplay.

    [edited for profanity bypass]
    Edited by ZOS_Icy on July 6, 2025 6:44PM
  • Bergzorn
    Bergzorn
    ✭✭✭✭✭
    Benemime wrote: »
    While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.

    Don't forget the Defensive Rune nerf (dodgeable stun after 1.2 seconds)
    Benemime wrote: »
    What a joke.

    no CP PvP PC/EU

    EP Zergborn
    DC Zerg Beacon

    guild master, raid leader, janitor, and only member of Zergbored
  • Vahrokh
    Vahrokh
    ✭✭✭✭✭
    ✭✭✭
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    ezio45 wrote: »
    Juhasow wrote: »
    It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.

    If CP is the problem, instead of crippling the gameplay we love,
    ZOS should rather abolish the ill-designed CP system.

    [snip]

    problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it

    Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.

    I perfectly recall how it was in 2014, even in beta.
    Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.

    BUT

    I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.

    Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.

    Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.

    @Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.


    I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).

    1DeCZta.jpg

    Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
    Never had sustain issues to be honest.

    NOTA BENE
    All of the above pertains to BEFORE Tamriel Unlimited.
    Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.

    Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.

    Oh, I have perfectly understood you. But you write:
    Juhasow wrote: »
    You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality

    ... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.

    It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
    The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.

    It's been true for 4 years, I don't see why it should suddenly stop now.

    Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.

    I used AA set first and a mashup with Martial Knowledge later. I recall using 1 (one) regen enchant and that's it.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:43PM
  • DCanadianBacon
    DCanadianBacon
    ✭✭✭
    Benemime wrote: »
    I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.

    And I'm an Imperial magsorc (12% max health passive).

    This [snip] shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.

    While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.

    And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah

    What a joke.

    We don't have any defensive chit anymore

    overload nerf that now deals [snip] dmg as well

    at least remove cast time of dark exchange and shields, awfully disgusting gameplay.

    Someone is a little behind on the times......

    Shields don't have a cast time anymore, they haven't for almost 2 weeks now. :expressionless:

    Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.

    Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).

    But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.

    While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.

    Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about. :persevere:

    Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:45PM
  • Juhasow
    Juhasow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vahrokh wrote: »
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    Vahrokh wrote: »
    Juhasow wrote: »
    ezio45 wrote: »
    Juhasow wrote: »
    It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.

    If CP is the problem, instead of crippling the gameplay we love,
    ZOS should rather abolish the ill-designed CP system.

    [snip]

    problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it

    Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.

    I perfectly recall how it was in 2014, even in beta.
    Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.

    BUT

    I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.

    Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.

    Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.

    @Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.


    I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).

    1DeCZta.jpg

    Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
    Never had sustain issues to be honest.

    NOTA BENE
    All of the above pertains to BEFORE Tamriel Unlimited.
    Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.

    Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.

    Oh, I have perfectly understood you. But you write:
    Juhasow wrote: »
    You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality

    ... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.

    It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
    The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.

    It's been true for 4 years, I don't see why it should suddenly stop now.

    Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.

    I used AA set first and a mashup with Martial Knowledge later. I recall using 1 (one) regen enchant and that's it.

    And what was Your max health/stamina/magicka ? Similar ratio to current ones ? Can Youi deny that average DD had around 1/3 more health then offensive resource ? How about wep/spell dmg (staves scaled from wep dmg back then) ? Were You able to reach similar values to current ones ? Also were You able to sustain easily light/medium attack rotation without using spell symetry or fast ulti gen on mag dk ?

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:43PM
  • Benemime
    Benemime
    ✭✭✭✭
    Benemime wrote: »
    I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.

    And I'm an Imperial magsorc (12% max health passive).

    This [snip] shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.

    While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.

    And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah

    What a joke.

    We don't have any defensive chit anymore

    overload nerf that now deals [snip] dmg as well

    at least remove cast time of dark exchange and shields, awfully disgusting gameplay.

    Someone is a little behind on the times......

    Shields don't have a cast time anymore, they haven't for almost 2 weeks now. :expressionless:

    Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.

    Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).

    But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.

    While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.

    Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about. :persevere:

    Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.

    We always had that morph for overload, it's called "Energy Overload", restoring magicka from LA is the default mechanic now?

    At least they removed the cast time, but it's still is a big nerf to shields, from ~18k to ~9k and crits

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:45PM
  • Subhuman
    Subhuman
    Soul Shriven
    Benemime wrote: »
    Benemime wrote: »
    I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.

    And I'm an Imperial magsorc (12% max health passive).

    This [snip] shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.

    While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.

    And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah

    What a joke.

    We don't have any defensive chit anymore

    overload nerf that now deals [snip] dmg as well

    at least remove cast time of dark exchange and shields, awfully disgusting gameplay.

    Someone is a little behind on the times......

    Shields don't have a cast time anymore, they haven't for almost 2 weeks now. :expressionless:

    Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.

    Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).

    But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.

    While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.

    Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about. :persevere:

    Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.

    We always had that morph for overload, it's called "Energy Overload", restoring magicka from LA is the default mechanic now?

    At least they removed the cast time, but it's still is a big nerf to shields, from ~18k to ~9k and crits

    Key word there is weave. The morph is the same but you can weave it with skills now just like a regular light attack.

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:46PM
  • Ankael07
    Ankael07
    ✭✭✭✭✭
    ✭✭
    Subhuman wrote: »
    Benemime wrote: »
    Benemime wrote: »
    I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.

    And I'm an Imperial magsorc (12% max health passive).

    This [snip] shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.

    While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.

    And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah

    What a joke.

    We don't have any defensive chit anymore

    overload nerf that now deals [snip] dmg as well

    at least remove cast time of dark exchange and shields, awfully disgusting gameplay.

    Someone is a little behind on the times......

    Shields don't have a cast time anymore, they haven't for almost 2 weeks now. :expressionless:

    Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.

    Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).

    But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.

    While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.

    Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about. :persevere:

    Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.

    We always had that morph for overload, it's called "Energy Overload", restoring magicka from LA is the default mechanic now?

    At least they removed the cast time, but it's still is a big nerf to shields, from ~18k to ~9k and crits

    Key word there is weave. The morph is the same but you can weave it with skills now just like a regular light attack.

    I've tested it in PTS and its nowhere near smooth as a LA. Certainly not worth removing the 3rd bar for

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:46PM
    If you want me to reply to your comment type @Ankael07 in it.
  • Subhuman
    Subhuman
    Soul Shriven
    Ankael07 wrote: »
    Subhuman wrote: »
    Benemime wrote: »
    Benemime wrote: »
    I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.

    And I'm an Imperial magsorc (12% max health passive).

    This [snip] shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.

    While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.

    And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah

    What a joke.

    We don't have any defensive chit anymore

    overload nerf that now deals [snip] dmg as well

    at least remove cast time of dark exchange and shields, awfully disgusting gameplay.

    Someone is a little behind on the times......

    Shields don't have a cast time anymore, they haven't for almost 2 weeks now. :expressionless:

    Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.

    Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).

    But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.

    While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.

    Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about. :persevere:

    Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.

    We always had that morph for overload, it's called "Energy Overload", restoring magicka from LA is the default mechanic now?

    At least they removed the cast time, but it's still is a big nerf to shields, from ~18k to ~9k and crits

    Key word there is weave. The morph is the same but you can weave it with skills now just like a regular light attack.

    I've tested it in PTS and its nowhere near smooth as a LA. Certainly not worth removing the 3rd bar for

    I don't disagree with either of those things just pointing out to the guy the new functionality

    [edited to remove quote]
    Edited by ZOS_Icy on July 6, 2025 6:47PM
  • HowlKimchi
    HowlKimchi
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    As a magsorc, Im fine with the changes next patch now.
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • Lylith
    Lylith
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    ✭✭
    Bergzorn wrote: »
    Benemime wrote: »
    While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.

    Don't forget the Defensive Rune nerf (dodgeable stun after 1.2 seconds)
    Benemime wrote: »
    What a joke.

    yeah, it ain't funny any more.
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