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Mag Sorc Identity for PvE in U24

The_Lex
The_Lex
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@ZOS_RobGarrett @ZOS_BrianWheeler

What is your vision for mag Sorc identity in PvE? Honest question. To put up respectable DPS for vet DLC and end game content, a meta mSorc will NOT be able to use any lightning abilities, except maybe a shock enchant. Liquid Lightning/Lightning Flood will be too much of a DPS loss. Fury has been seldom used for years. Boundless Storm is also a DPS loss and pretty much useless. Lightning staves are used by Healers and/or tanks. Pets are okayish even after the nerfs, although a bit irritating.

mDK: fire
mNB: blood magic
mPlar: Light
mDen: mix - animal and frost
mSorc: Lightning or pets (although we now have a stam pet :trollface: )

It's so ironic that in the class identity patch, you nerfed out a major focus of mSorc in PvE--lightning. Is your vision for mSorc to be only a summoner type?

Edited by The_Lex on October 21, 2019 6:01PM
  • SquawkTheMajestic
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    Well, their vision clearly wasn't a summoner type, because they've flip flopped drastically on pets (from patch to patch, we have gotten the feeling they wanted to eliminate them entirely, then had us feel like we need 4 bar slots dedicated to pets and a 5th one that enhances pet damage).

    If the devs get nothing else from the forums, hopefully they get how frustrated and tired we are of complete changes in direction. I've played many games that went through nerfs and directional changes. I'm not as bothered by that stuff as other people. I'm not super pissed that I need to change my build up from time to time. I hated the DoT meta, but i'm still here.
    What I find concerning is that the changes from patch to patch do not signify adequate testing or a goal in mind. "Let's make dots huge", "Let's wreck pets so nobody uses them except noobs", "class identity means nerfing dots into the ground", "lets only nerf dots slightly instead", "pets are back!". Other class players feel this to an extent as well. I don't even need a thematic consistency with sorcs (I dont care if they're lightning, fire, or all the elements). I won't even bother telling you where I stand on pets. What I care about is that someone at your company has an idea of what they want done. We're spinning around in circles, with the full expectation that you're just going to keep taking two steps in one direction then two steps back.

    Get it together, guys. Look at other successful games and how they've approached patch changes and testing periods. I DO like that you bothered to adjust the patch notes multiple times this phase. That was a good move. i think "lets nerf dots into the ground and see what happens" was unnecessarily harsh. I don't think you need to be that extreme just to get data. You could have done a 20% nerf, and the you'd basically be where you're at now, except with players optimizing builds, and congratulating you on toning things down. When you make drastic shifts like you're doing, you severely erode our trust in your ability to steer this ship.

  • The_Lex
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    Well, their vision clearly wasn't a summoner type, because they've flip flopped drastically on pets (from patch to patch, we have gotten the feeling they wanted to eliminate them entirely, then had us feel like we need 4 bar slots dedicated to pets and a 5th one that enhances pet damage).

    If the devs get nothing else from the forums, hopefully they get how frustrated and tired we are of complete changes in direction. I've played many games that went through nerfs and directional changes. I'm not as bothered by that stuff as other people. I'm not super pissed that I need to change my build up from time to time. I hated the DoT meta, but i'm still here.
    What I find concerning is that the changes from patch to patch do not signify adequate testing or a goal in mind. "Let's make dots huge", "Let's wreck pets so nobody uses them except noobs", "class identity means nerfing dots into the ground", "lets only nerf dots slightly instead", "pets are back!". Other class players feel this to an extent as well. I don't even need a thematic consistency with sorcs (I dont care if they're lightning, fire, or all the elements). I won't even bother telling you where I stand on pets. What I care about is that someone at your company has an idea of what they want done. We're spinning around in circles, with the full expectation that you're just going to keep taking two steps in one direction then two steps back.

    Get it together, guys. Look at other successful games and how they've approached patch changes and testing periods. I DO like that you bothered to adjust the patch notes multiple times this phase. That was a good move. i think "lets nerf dots into the ground and see what happens" was unnecessarily harsh. I don't think you need to be that extreme just to get data. You could have done a 20% nerf, and the you'd basically be where you're at now, except with players optimizing builds, and congratulating you on toning things down. When you make drastic shifts like you're doing, you severely erode our trust in your ability to steer this ship.

    Very well said. Thank you. I hope someone at ZOS with any kind of authority takes note.

    EDIT: It's hard to identify what their vision is for anything, really. At this point, unless I get something a bit more concrete from them, "class identity" and "power fantasy" are only marketing buzzwords to keep us placated.

    Edited by The_Lex on October 21, 2019 7:06PM
  • Saltisol
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    The_Lex wrote: »
    @ZOS_RobGarrett @ZOS_BrianWheeler

    What is your vision for mag Sorc identity in PvE? Honest question. To put up respectable DPS for vet DLC and end game content, a meta mSorc will NOT be able to use any lightning abilities, except maybe a shock enchant. Liquid Lightning/Lightning Flood will be too much of a DPS loss. Fury has been seldom used for years. Boundless Storm is also a DPS loss and pretty much useless. Lightning staves are used by Healers and/or tanks. Pets are okayish even after the nerfs, although a bit irritating.

    mDK: fire
    mNB: blood magic
    mPlar: Light
    mDen: mix - animal and frost
    mSorc: Lightning or pets (although we now have a stam pet :trollface: )

    It's so ironic that in the class identity patch, you nerfed out a major focus of mSorc in PvE--lightning. Is your vision for mSorc to be only a summoner type?

    I'm not at all sure but the one reason I would think that might be a part of the cause is that it is a performance issue.
    I mean a sorc with 2 pets is like 3 toons to keep track of instead of just one.
  • The_Lex
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    I don't disagree with you about the pets but, honestly, my main issue is the neglect of lightning.
  • Tannus15
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    Increase mages wrath direct damage to the normal spammable dps and keep it's execute functionality at 20%, but reduced to match it's current total damage during execute. basically make it a slightly over loaded spammable with execute since sorcs don't have any skill slots left for a spammable AND and execute because of the insane 5 skill slots required for pets.

    lightning staffs also need buffs. change the aoe dps increase to cost reduction to encourage lightning staff back bar use or at the very least make the aoe dps increase apply to the skill, not the current equipped weapon. it's just pointless right now.

    burning + wall of flame are just sooooo much better than minor vulnerability which now come from so many different sources it's insane.
  • mattaeus01b16_ESO
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    in the last 4 years playing a MagSorc as my main. My over all identity is DEPRESSION. Oh no, Im not trying to be funny... Its very much painful, and frustrating to keep up to others with every patch. And with the last one, I swear to Sithis, I did NOT leave my toon parked on the edge of a cliff... But yet there he was...

    Depression.. Sad and depressed.
    Player 1 "You all suck, dont you know how to play this game?"
    Player 2 "Huh?"
    Player 1 "just run passed everything!"
    Player 3 "We could just kill them on the way"
    Player 4 "Why am I 89% of total DPS, one of the only ones that Qued as DPS, and yet in a group with 3 other DPS that cant seem to kill the basic mobs in a normal dungeon, and being told I suck?"
    Player 1 "Whatever, GFL"
    Player 1 has left the group...
  • Dreyloch
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    Op, GL to you getting a direct answer from the names you listed. I would not hold my breath.

    So lightning is a large part of the mSorc kit. However, most builds I've seen for vet content use fire staves with some DoT's or AE ground-lightning-Sorc-DoT's tossed in as well. Pets are not the answer. Idk about stacking ground AE's anymore. I think that's out?

    Trying to mix class identity with the way mechanics in this game works is futile . You wanna have cool class abilites that "might" do some damage? You can RP in Cyrodiil at this point. You want to actually do real damage in a vet trial? Have to find a nice build that maximizes damage and rotation, or just play/try another class. I dunno where mSorcs rank for DPS atm, and with some of these changes, I don't think it's very high =/
    "The fear of Death, is often worse than death itself"
  • YandereGirlfriend
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    IMO, they need to bring back significant race- and class-specific buffs to specific damage types.

    Give classes like a 10-15% boost for their class damage type and give races like another 5-10%. Something high enough so that stacking a specific race and class makes sense AND so that it can outweigh other (IMO, flawed) design decisions such as the primacy of Fire Damage in the Destruction Staff passives.

    They have already taken a nice step toward this with the stealth magWarden buff of Magic and Frost damage to +10%.

    They should continue this with:

    Nightblade - Magic and Disease
    Dragonknight - Fire and Poison
    Templar - Magic and Physical
    Sorcerer - Lightning and Physical
    Necromancer - Frost and Bleed

    That way any damage type can be viable in end-game content if you choose the appropriate race/class combination AND you have nice class diversity and identity.

    Additional improvements would be to make more class abilities and morphs actually DO the type of damage that the class buffs as well as re-purposing some of the many dead gear sets to give damage-specific buffs at levels high enough such that certain classes would consider them viable in their end-game builds.

    Extra awesome would be more creative itemization in general so that there wouldn't just be the existing "Damage Type Sets" (Ysgrammor's, Netch's, War Maiden's, Silks of the Sun, etc.) but that you could spinkle in things like "Adds 1487 Spell Penetration for Frost Damage Abilities" or "Adds 2 seconds to Shock DoT Abilities" or "Adds 10% Critical Damage for Poison Abilities" or "Adds 300 Max Magicka for each Fire Ability Slotted" or "Increase Weapon Critical by 1750 (8.0%) Against Diseased Enemies" including adding them in at levels BELOW the 5-piece bonus.

    Overall, it would be wise to "lower the floor" of the mundane itemization bonuses (Weapon Damage, Spell Damage, Max Stamina, Max Magicka, etc.) while simultaneously greatly increasing the ceiling of the various damage-type specific buffs so that players could really mix-and-match their race/class/armor/abilities in a powerful and unique way.

    TLDR; ZOS, send me a contract to re-do your itemization. It's amazing how much life and intellectual satisfaction you can add to the game by giving players more creative building blocks with which to build their characters.
  • GoodFella146
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    I feel like you should get rewarded if the thing you're fighting is in that tiny AOE. Instead it's doing almost nothing, and that's a shame
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