Perhaps from a PvE-only perspective.Vercingetorix 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.Vercingetorix 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.
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 wrote: »Perhaps from a PvE-only perspective.Vercingetorix 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.
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.
Emma_Overload wrote: »Vercingetorix wrote: »Perhaps from a PvE-only perspective.Vercingetorix 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.
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 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).CambionDaemon 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.
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.Vercingetorix wrote: »Perhaps from a PvE-only perspective.Vercingetorix 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.
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.
CambionDaemon 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.
CambionDaemon 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.
That's great if all you're doing is running group-based PvE content, but some of us almost never do that.CambionDaemon wrote: »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.
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.
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.
CambionDaemon 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.
CambionDaemon 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.
If every single person has the buff 100% of the time, is it really a buff?