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Regarding Major Sorcery on Entropy

Vercingetorix
Vercingetorix
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Instead of keeping Major Sorcery on Entropy, why not just simply change Inner Light to also grant Major Sorcery for 20 secs when activated?

The Reveal effect would still only last for the 5 second duration on cast, but the Major Sorcery buff would continue to persist for the remaining 15 seconds. By putting Major Sorcery on a skill that is already on practically every Magicka DPS' bar, you are helping players AND you still have the freedom to rework Entropy to be whatever skill you want. You could even go a step further and add the old glowing eye effect while Major Sorcery is active, too! Having Major Sorcery on a skill that normally would just sit there as a "stat slot" would be FAR more engaging with it added to the rotation and also give EVERY SINGLE class access to Major Sorcery without needing to adjust individual class toolkits like Templar and Necromancer. Other classes are of course free to use their own class skills for the buff but at least everyone would have it.
Edited by Vercingetorix on July 8, 2019 4:15PM
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • wheem_ESO
    wheem_ESO
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    Instead of keeping Major Sorcery on Entropy (a skill that hardly anyone slots in PvE), why not just simply change Inner Light to also grant Major Sorcery for 20 secs when activated?

    The Reveal effect would still only last for the 5 second duration on cast, but the Major Sorcery buff would continue to persist for the remaining 15 seconds. By putting Major Sorcery on a skill that is already on practically every Magicka DPS' bar, you are helping players AND you still have the freedom to rework Entropy to be whatever skill you want. You could even go a step further and add the old glowing eye effect while Major Sorcery is active, too! Having Major Sorcery on a skill that normally would just sit there as a "stat slot" would be FAR more engaging and give EVERY SINGLE class access to Major Sorcery without needing to adjust individual class toolkits like Templar and Necromancer. Other classes are of course free to use their own class skills for the buff but at least everyone would have it.
    Perhaps from a PvE-only perspective.

    Even if we take into account the upcoming cost increase on Entropy, it's still half the price of activating Inner Light (and the Degeneration morph will also provide a little extra sustain). A base cost of 5400 Magicka every 20 seconds in PvP is quite harsh, especially on something like a Magicka Necromancer, which already has really bad sustain.
  • Vercingetorix
    Vercingetorix
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    wheem_ESO wrote: »
    Instead of keeping Major Sorcery on Entropy (a skill that hardly anyone slots in PvE), why not just simply change Inner Light to also grant Major Sorcery for 20 secs when activated?

    The Reveal effect would still only last for the 5 second duration on cast, but the Major Sorcery buff would continue to persist for the remaining 15 seconds. By putting Major Sorcery on a skill that is already on practically every Magicka DPS' bar, you are helping players AND you still have the freedom to rework Entropy to be whatever skill you want. You could even go a step further and add the old glowing eye effect while Major Sorcery is active, too! Having Major Sorcery on a skill that normally would just sit there as a "stat slot" would be FAR more engaging and give EVERY SINGLE class access to Major Sorcery without needing to adjust individual class toolkits like Templar and Necromancer. Other classes are of course free to use their own class skills for the buff but at least everyone would have it.
    Perhaps from a PvE-only perspective.

    Even if we take into account the upcoming cost increase on Entropy, it's still half the price of activating Inner Light (and the Degeneration morph will also provide a little extra sustain). A base cost of 5400 Magicka every 20 seconds in PvP is quite harsh, especially on something like a Magicka Necromancer, which already has really bad sustain.

    Inner Light's cost could be adjusted (and likely would) if this change was introduced. The costs of both Magelight morphs is far too high, anyway. Would it not be nice to have 5 abilities on your bar all with a purpose being used rather than 4? So many players would benefit from this change - a true QoL improvement. No more potion-chugging, no more wasted slots on your bar, and more importantly - EVERY class has access to this buff.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Emma_Overload
    Emma_Overload
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    wheem_ESO wrote: »
    Instead of keeping Major Sorcery on Entropy (a skill that hardly anyone slots in PvE), why not just simply change Inner Light to also grant Major Sorcery for 20 secs when activated?

    The Reveal effect would still only last for the 5 second duration on cast, but the Major Sorcery buff would continue to persist for the remaining 15 seconds. By putting Major Sorcery on a skill that is already on practically every Magicka DPS' bar, you are helping players AND you still have the freedom to rework Entropy to be whatever skill you want. You could even go a step further and add the old glowing eye effect while Major Sorcery is active, too! Having Major Sorcery on a skill that normally would just sit there as a "stat slot" would be FAR more engaging and give EVERY SINGLE class access to Major Sorcery without needing to adjust individual class toolkits like Templar and Necromancer. Other classes are of course free to use their own class skills for the buff but at least everyone would have it.
    Perhaps from a PvE-only perspective.

    Even if we take into account the upcoming cost increase on Entropy, it's still half the price of activating Inner Light (and the Degeneration morph will also provide a little extra sustain). A base cost of 5400 Magicka every 20 seconds in PvP is quite harsh, especially on something like a Magicka Necromancer, which already has really bad sustain.

    Inner Light's cost could be adjusted (and likely would) if this change was introduced. The costs of both Magelight morphs is far too high, anyway. Would it not be nice to have 5 abilities on your bar all with a purpose being used rather than 4? So many players would benefit from this change - a true QoL improvement. No more potion-chugging, no more wasted slots on your bar, and more importantly - EVERY class has access to this buff.

    You've just explained why they'll never do this. They WANT you to make tradeoffs like deciding whether to chug expensive potions or clutter your bars with marginal buffs.
    #CAREBEARMASTERRACE
  • CambionDaemon
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    I will never understand the whole every class should have every buff, classes should give group buffs hat you can only get from that particular class. One of the problems with this game I think. But that's just my opinion.
  • Vercingetorix
    Vercingetorix
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    wheem_ESO wrote: »
    Instead of keeping Major Sorcery on Entropy (a skill that hardly anyone slots in PvE), why not just simply change Inner Light to also grant Major Sorcery for 20 secs when activated?

    The Reveal effect would still only last for the 5 second duration on cast, but the Major Sorcery buff would continue to persist for the remaining 15 seconds. By putting Major Sorcery on a skill that is already on practically every Magicka DPS' bar, you are helping players AND you still have the freedom to rework Entropy to be whatever skill you want. You could even go a step further and add the old glowing eye effect while Major Sorcery is active, too! Having Major Sorcery on a skill that normally would just sit there as a "stat slot" would be FAR more engaging and give EVERY SINGLE class access to Major Sorcery without needing to adjust individual class toolkits like Templar and Necromancer. Other classes are of course free to use their own class skills for the buff but at least everyone would have it.
    Perhaps from a PvE-only perspective.

    Even if we take into account the upcoming cost increase on Entropy, it's still half the price of activating Inner Light (and the Degeneration morph will also provide a little extra sustain). A base cost of 5400 Magicka every 20 seconds in PvP is quite harsh, especially on something like a Magicka Necromancer, which already has really bad sustain.

    Inner Light's cost could be adjusted (and likely would) if this change was introduced. The costs of both Magelight morphs is far too high, anyway. Would it not be nice to have 5 abilities on your bar all with a purpose being used rather than 4? So many players would benefit from this change - a true QoL improvement. No more potion-chugging, no more wasted slots on your bar, and more importantly - EVERY class has access to this buff.

    You've just explained why they'll never do this. They WANT you to make tradeoffs like deciding whether to chug expensive potions or clutter your bars with marginal buffs.

    Major Sorcery is used in all content for a mag dps - it's not a tradeoff, it's a damn requirement. A tradeoff is choosing one damage skill over another based on playstyle. A tradeoff is using one type of gear bonus over another and having skills to compensate if needed. Major Sorcery is only available from a class toolkit ()if your class even has it), an expensive consumable, or a clunky skill that pretends to do damage and wastes what few precious move slots you have while doing it.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • wheem_ESO
    wheem_ESO
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    I will never understand the whole every class should have every buff, classes should give group buffs hat you can only get from that particular class. One of the problems with this game I think. But that's just my opinion.
    Major Sorcery and Major Brutality are so important that every class in the game needs access to them on their own, through methods that don't involve relying on a giant stockpile of consumables. That's why I've always hated the current, live version of Entropy - it's frankly terrible, except for the Major Sorcery buff (and even then the duration is fairly short).

    It's fine if some classes have better and/or "easier" access to Major Sorcery, but it's far too important for some classes to be left out in the cold. I think Entropy might be one of the best changes coming in 5.1, depending on exactly what the damage and HOT numbers end up being.
    wheem_ESO wrote: »
    Instead of keeping Major Sorcery on Entropy (a skill that hardly anyone slots in PvE), why not just simply change Inner Light to also grant Major Sorcery for 20 secs when activated?

    The Reveal effect would still only last for the 5 second duration on cast, but the Major Sorcery buff would continue to persist for the remaining 15 seconds. By putting Major Sorcery on a skill that is already on practically every Magicka DPS' bar, you are helping players AND you still have the freedom to rework Entropy to be whatever skill you want. You could even go a step further and add the old glowing eye effect while Major Sorcery is active, too! Having Major Sorcery on a skill that normally would just sit there as a "stat slot" would be FAR more engaging and give EVERY SINGLE class access to Major Sorcery without needing to adjust individual class toolkits like Templar and Necromancer. Other classes are of course free to use their own class skills for the buff but at least everyone would have it.
    Perhaps from a PvE-only perspective.

    Even if we take into account the upcoming cost increase on Entropy, it's still half the price of activating Inner Light (and the Degeneration morph will also provide a little extra sustain). A base cost of 5400 Magicka every 20 seconds in PvP is quite harsh, especially on something like a Magicka Necromancer, which already has really bad sustain.

    Inner Light's cost could be adjusted (and likely would) if this change was introduced. The costs of both Magelight morphs is far too high, anyway. Would it not be nice to have 5 abilities on your bar all with a purpose being used rather than 4? So many players would benefit from this change - a true QoL improvement. No more potion-chugging, no more wasted slots on your bar, and more importantly - EVERY class has access to this buff.
    I think that would probably end up making Inner Light too strong. Yes, it's always nice to have extra bar space get freed up, but the passive buffs + activated stealth detection and "cheap" Major Sorcery would probably be too much. It might be best to hope that Entropy's damage is worthwhile in 5.1.
  • CambionDaemon
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    I am not saying it isn't important, I am saying that not every class should have access to it, because every class should have a group utility buff that only that class brings to the table. And you can run/complete everything without Major Sorcery/Brutality, so in that respect it isn't even that important.
  • jypcy
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    If I’m reading the patch notes and doing the math correctly, new entropy has a higher base tooltip than any class ground aoe dot (save for eruption, although probably warranted due to its cost) and any of the other buffed magicka classless ST dots. Add the fact that fire/fire staff meta is likely sticking around and it’d stand to reason that entropy is going to be a magdps staple in much the same way poison inject or caltrops were for stamdps. I’d rather not have to add magelight to my rotations if I’m going to be adding entropy to my rotations anyway.
  • Evito
    Evito
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    I will never understand the whole every class should have every buff, classes should give group buffs hat you can only get from that particular class. One of the problems with this game I think. But that's just my opinion.

    That's exactly right, and it's precisely why the meta is always some idiotic stack of 8 dds of the same class.
  • jypcy
    jypcy
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    Evito wrote: »
    I will never understand the whole every class should have every buff, classes should give group buffs hat you can only get from that particular class. One of the problems with this game I think. But that's just my opinion.

    That's exactly right, and it's precisely why the meta is always some idiotic stack of 8 dds of the same class.

    You do realize that pretty much every class already offers such a buff, right? The only one that doesn’t offer a unique buff is necro, although they have access to the unique major vulnerability debuff, which also helps the group as a whole.
  • wheem_ESO
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    I am not saying it isn't important, I am saying that not every class should have access to it, because every class should have a group utility buff that only that class brings to the table. And you can run/complete everything without Major Sorcery/Brutality, so in that respect it isn't even that important.
    That's great if all you're doing is running group-based PvE content, but some of us almost never do that.

    An offense-oriented PvP build that doesn't have Major Sorcery or Major Brutality isn't likely to be particularly viable against good players. The buff is simply too important to be exclusive, and locked out for some classes. Something like Minor Toughness being limited to Wardens is fine, but not Major Sorcery/Brutality.
  • Muzzick
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    If every single person has the buff 100% of the time, is it really a buff?
  • CambionDaemon
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    In respect to PvP I can kind of understand, but it still isn't needed. Anyway, hopefully this will be an interesting design choice that actually works in the long run.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    jypcy wrote: »
    If I’m reading the patch notes and doing the math correctly, new entropy has a higher base tooltip than any class ground aoe dot (save for eruption, although probably warranted due to its cost) and any of the other buffed magicka classless ST dots. Add the fact that fire/fire staff meta is likely sticking around and it’d stand to reason that entropy is going to be a magdps staple in much the same way poison inject or caltrops were for stamdps. I’d rather not have to add magelight to my rotations if I’m going to be adding entropy to my rotations anyway.

    entropy has a 50% larger tool tip then any aoe dot, or in other words, aoe dots will have a 33% weaker tool tip then a single target dot, because that is the way they want skills to work going forward.

    Many Damage over Time abilities, both single target and Area of Effect, have been re-standardized to follow similar behaviors to other ability types. Area of Effect DoTs will now be 33% weaker than a single target DoT counter-part and cost 30% more, just like direct damage AoEs vs single target ones.


    even eruption, you have to factor in that eruption lasts for 18 seconds, entropy is 12 seconds.

  • NBrookus
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    In respect to PvP I can kind of understand, but it still isn't needed. Anyway, hopefully this will be an interesting design choice that actually works in the long run.

    Yes. It is need. It is 100% needed. Sure, I don't use food or pots for running to a delve for something but that's the very lowest bar of content.

    Removing Major Sorc from a skill line that everyone has access to means magplars will take a 20% damage and healing nerf across the board. That includes self-healing AND ally healing.

    I don't do end game PVE, so I won't be commenting on the nerfs to healing from that perspective, but I'm pretty sure the trial healers heads will absolutely explode if you add a 20% healing nerf on top of all that to magplars.
  • CambionDaemon
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    NBrookus wrote: »
    In respect to PvP I can kind of understand, but it still isn't needed. Anyway, hopefully this will be an interesting design choice that actually works in the long run.

    Yes. It is need. It is 100% needed. Sure, I don't use food or pots for running to a delve for something but that's the very lowest bar of content.

    Removing Major Sorc from a skill line that everyone has access to means magplars will take a 20% damage and healing nerf across the board. That includes self-healing AND ally healing.

    I don't do end game PVE, so I won't be commenting on the nerfs to healing from that perspective, but I'm pretty sure the trial healers heads will absolutely explode if you add a 20% healing nerf on top of all that to magplars.

    To be honest I completely forgot that it also affects healing.
  • Vercingetorix
    Vercingetorix
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    Muzzick wrote: »
    If every single person has the buff 100% of the time, is it really a buff?

    With that brand of logic, I suppose since everyone has food buffs 100% of the time ZoS should just remove food and give players the equivalent stats? Did Sheogorath send you?
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
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