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DOUBLE STANDARD. Burning light vs implosion! Class passive damage. HOW DID YOU REALLY DIE.

phoenixkungfu
phoenixkungfu
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Balance, some see it as a opinion. I see it as guide lines. Passive damage is ultimately free damage based on r &g. Some may forget but once upon a time sorcerer has the passive implosion.

Implosion was

Rank II - Storm Calling Rank 36

Whenever you deal Shock Damage you have a 6% chance to instantly disintegrate enemies under 15% Health, dealing 4372 Shock Damage.

Whenever you deal Physical Damage you have a 6% chance to instantly pulverize enemies under 15% Health, dealing 4372 Physical Damage.

Implosion was unique because it end fight quickly. And if gave sorcerer identity as a lightning/physical dot builds. Of course IT GOT NERFED. The reason being it free damage.

So this is a standard, passive damage being to high is bad.

WELL TEMPLAR PASSIVE DAMAGE IS 0 DIFFERENCE AND 85% WORST.

with yet again more templar buff. power of the light hitting for critical MAKE EVERY point of damage a templar get during POWER OF THE LIGHT ON YOU, COUNT. On average jabs is processing damage for burning light. 2 times for every 1 jabs(4 hits cost of 1 jabs also broken)...THIS IS INSANITY BROKEN. the math of burning light is 2 proc is equal to over 70% of damage of 1 jabs. 1 jabs as in the cost of jabs. Jabs hit 4 times...let's go over this passive effect

Rank II - Aedric Spear Rank 36

When you deal damage with an Aedric Spear ability, you have a 25% chance to deal an additional 477 Physical Damage or 477 Magic Damage, whichever is higher. This effect can occur once every 0.5 seconds.

So a high % combo to land that is power of the light, topel charge, jabs equal death....WHY? Because if burning light hits 2times in most cases you die.. add a ultimate and your differently died.

Buring light is why to much free damage ESPECIALLY BASED on pass nerfs. Of sorcerer class identity passive implosion.

I DEMAND, fair balance across the board. Burning light shouldn't exist if IMPLOSION shouldn't exist. IT A UNBALANCE DOUBLE STANDARD.

Please bring back implosion or remove buring light.
  • The_Old_Goat
    The_Old_Goat
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    Hugs not nerfs!
  • phoenixkungfu
    phoenixkungfu
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    Hugs not nerfs!

    On average when you go this templar just nuke me.. what happened. It's the 2 proc of burning light. That push POWER OF THE LIGHT to kill you... its R and g just like IMPLOSION WAS. Only different is you honestly HAD TO BUILD FOR IMPLOSION...I'm talking max lightning damage over time moves. 2 pets...it was the secret to double pets...

    Burning light is pretty much guarantee with 1 JABS. it's the TRUE ULTIMATE CHESSE free damage.

    I DEMAND IMPLOSION BACK OR BURING LIGHT REMOVE.

    A STANDARD OF EQUAL BALANCE ACROSS THE BROAD.
    Edited by phoenixkungfu on May 1, 2020 3:42AM
  • heaven13
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    So the 'free' damage sorcs have initially as part of their amplitude passive doesnt count, right? Must be because it's not a proc chance but a guaranteed increase.
    PC/NA
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    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • phoenixkungfu
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    heaven13 wrote: »
    So the 'free' damage sorcs have initially as part of their amplitude passive doesnt count, right? Must be because it's not a proc chance but a guaranteed increase.

    Nope I know the derail tactic.. this post is about BURNING LIGHT. Keep all comments in topic

    I DEMAND IMPLOSION BACK OR BURING LIGHT REMOVE.

    A STANDARD OF EQUAL BALANCE ACROSS THE BROAD.
    Edited by phoenixkungfu on May 1, 2020 4:32AM
  • grannas211
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    You’re supposed to throw the crystal frags not smoke them.
  • Pauls
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    Another nerf sorc thread
  • Alienoutlaw
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    here we go again, thought it was to quiet
  • wild_kmacdb16_ESO
    wild_kmacdb16_ESO
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    giphy.gif
  • Malmai
    Malmai
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    Also STREAK needs to be removed and SHIELDS and sorc CHEAP ulti...etc...
  • Alucardo
    Alucardo
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    Hugs not nerfs!

    I'm trying my hardest to not agree with the OP because I don't like nerfs, but I'd be lying if I said burning light didn't trigger me.
  • Luckylancer
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    Breath of life was strong back then. Now it is nerfed. Nerf matriarc heal. Why a sorcerer class heal more than divine class? Nerf it already.

    Cheese beam was strong and undodgeable and it got nerfed. I want sorc execute to be nerfed. Sorcs can PASSIVE KILL STEAL with their execute. You click it, someone else hits the target and you get the kill.

    I was using light armor shields in pvp and they got nerfed. Nerf sorc shield too. All of them use shiled, if everyone uses it it means it is OP.
  • Firstmep
    Firstmep
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    Sure remove burning light, I'll take an instant teleport that does high damage and also is an unblockable/undodgeable stun.
    Or the myraid of free meatshield pets, one of which heals for more than the games original healing class' main burst heal(and 2 targets).
    Balance doesn't mean same.
    Burning light is there specifically to synergise with aedric spear.
    I'll be honest I'm getting tired of all these new players that don't know how to counter jabs coming to these forums crying.
  • Mortiis13
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    Played a magplar because I wanted to see if it's fit my playstyle (I don't like the visual effects and class fantasy) and it's not as op as it sounds. But I really don't like it on a mechanic side.

    Jabs(+ passive) is fine in pve. It carrys a lot of low apm or simply bad players, we shouldn't nerf it in any way.

    In pvp it's easy to avoid. With a short sidestep u will miss 2 of 4 hits and the passiv is drastically reduced to proc with zero double proc chance.
    Even on a magblade I have no trouble to sidestep, cloak, get behind templar, cause he will try to jab u out of stealth in the direction u sidesteped(good ones still get me sometimes ^^)
    (btw u must proc it with the first hit to get a second proc with the last one cause CD)

    So this is now a nerf sorc thread.
    Edited by Mortiis13 on May 1, 2020 7:19AM
  • mairwen85
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    Implosion was replaced with: Amplitude
    https://eso-skillbook.com/skill/amplitude

    Amplitude is non-proc chance and guaranteed damage to any enemy by 1% for every 10% health they have.
    100% = 10% damage buff, 90% = 9%, 80% = 8%, 70% = 7%, and so on. How much passive/free damage do you think this results in over the course of a single target fight?

    Implosion was only applicable to targets with <15% health (at 6% chance), so not applicable for 85% of the time. It was weak and often times enemies were dead before it even kicked in (enemy has 20k health, 15% = 3k, then 6% chance to proc insta-death when 1 skill will already insta-kill), thus ZOS replaced it with the inverse passive 'Amplitude'. The loss of implosion and subsequent adding of Amplitude, was a buff not a nerf.

    Look, by all means have an opinion, but at least try to inform yourself first before making wild claims. I know you're going to say this is a derailment, like you do regards any post that disagrees with you, but you are making the comparison here with the statement that burning light should be removed because implosion was removed, and if burning light stays then implosion should be given back... reverting amplitude to implosion is a nerf, :lol: -- the entire basis of your attack on templar is that you are demanding a nerf for sorcs to justify it; hopefully you can see how ridiculous that stance is. Alternatively, why not demand instead that templar get a version of amplitude, and effectively buff templar.

    Your argument is moot, and only results in the exact opposite of what you want because you don't understand it yourself.

    The math is facts

    Apart from when the person doing the maths can't count.

    Edited by mairwen85 on May 1, 2020 7:48AM
  • xXMeowMeowXx
    xXMeowMeowXx
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    *sigh* what class has not killed you? A sorc has had to, probably every class....

    So maybe you might want help with your build. Just a thought to help you out.

    In PvP peeps characters die no matter how good you are.
  • phoenixkungfu
    phoenixkungfu
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    mairwen85 wrote: »
    Implosion was replaced with: Amplitude
    https://eso-skillbook.com/skill/amplitude

    Amplitude is non-proc chance and guaranteed damage to any enemy by 1% for every 10% health they have.
    100% = 10% damage buff, 90% = 9%, 80% = 8%, 70% = 7%, and so on. How much passive/free damage do you think this results in over the course of a single target fight?

    Implosion was only applicable to targets with <15% health (at 6% chance), so not applicable for 85% of the time. It was weak and often times enemies were dead before it even kicked in, thus ZOS replaced it with the inverse passive 'Amplitude'. The loss of implosion and subsequent adding of Amplitude, was a buff not a nerf.

    Look, by all means have an opinion, but at least try to inform yourself first before making wild claims. I know you're going to say this is a derailment, like you do regards any post that disagrees with you, but you are making the comparison here with the statement that burning light should be removed because implosion was removed, and if burning light stays then implosion should be given back... reverting amplitude to implosion is a nerf, :lol: -- the entire basis of your attack on templar is that you are demanding a nerf for sorcs to justify it; hopefully you can see how ridiculous that stance is. Alternatively, why not demand instead that templar get a version of amplitude, and effectively buff templar.

    Your argument is moot, and only results in the exact opposite of what you want because you don't understand it yourself.

    Amplitude

    Increases your damage done against enemies by 1% for every 10% current Health they have

    What this does show is value of more nerfs to sorcerer abilities..

    D SWING (SPAMABLE SMH)
    Slam enemy with an upward swing, dealing 1143 Physical Damage, setting them off balance for 7 seconds.

    Also sets the enemy off balance

    Vs
    crystal frags
    Conjure dark crystals to bombard an enemy, dealing 1112 Magic Damage. Casting any other Magicka Ability has a 35% chance of causing your next Crystal Fragments to be instant, deal 33% more damage, and cost 50% less Magicka.


    D swing vs crystal fragments both are at 1112 ish but as the sorcerer is nerf with AMPLITUDE. YOU LOSE UP TO 10% DAMAGE.

    THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. DUMMY IT A NERF What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF D SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
    Another NERF overall by alot.

    But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer
    Edited by phoenixkungfu on May 1, 2020 7:58AM
  • High_Solar
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    Templar is easy mode, i have one of each class(non dlc) at max and let me tell you, spamming nothing but jabs and power of the light gives you easy kills. Compared to the other classes, this class is way too easy.
  • mairwen85
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    mairwen85 wrote: »
    Implosion was replaced with: Amplitude
    https://eso-skillbook.com/skill/amplitude

    Amplitude is non-proc chance and guaranteed damage to any enemy by 1% for every 10% health they have.
    100% = 10% damage buff, 90% = 9%, 80% = 8%, 70% = 7%, and so on. How much passive/free damage do you think this results in over the course of a single target fight?

    Implosion was only applicable to targets with <15% health (at 6% chance), so not applicable for 85% of the time. It was weak and often times enemies were dead before it even kicked in, thus ZOS replaced it with the inverse passive 'Amplitude'. The loss of implosion and subsequent adding of Amplitude, was a buff not a nerf.

    Look, by all means have an opinion, but at least try to inform yourself first before making wild claims. I know you're going to say this is a derailment, like you do regards any post that disagrees with you, but you are making the comparison here with the statement that burning light should be removed because implosion was removed, and if burning light stays then implosion should be given back... reverting amplitude to implosion is a nerf, :lol: -- the entire basis of your attack on templar is that you are demanding a nerf for sorcs to justify it; hopefully you can see how ridiculous that stance is. Alternatively, why not demand instead that templar get a version of amplitude, and effectively buff templar.

    Your argument is moot, and only results in the exact opposite of what you want because you don't understand it yourself.

    Amplitude

    Increases your damage done against enemies by 1% for every 10% current Health they have

    THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. Aka rotation bunny jumping petless sorcerer. What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF DE SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
    Another nerd overall by alot.

    But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer

    Why the caps? Drop the caps and, please, give me a reasoned and well thought out breakdown to why amplitude is a nerf? Your counter point here has no detail or factual information to it. There have been massive nerfs to sorc over the years, trust me. Sorc currently is but a shell of its former self, so please explain why, specifically, amplitude is the worst.
  • phoenixkungfu
    phoenixkungfu
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    mairwen85 wrote: »
    mairwen85 wrote: »
    Implosion was replaced with: Amplitude
    https://eso-skillbook.com/skill/amplitude

    Amplitude is non-proc chance and guaranteed damage to any enemy by 1% for every 10% health they have.
    100% = 10% damage buff, 90% = 9%, 80% = 8%, 70% = 7%, and so on. How much passive/free damage do you think this results in over the course of a single target fight?

    Implosion was only applicable to targets with <15% health (at 6% chance), so not applicable for 85% of the time. It was weak and often times enemies were dead before it even kicked in, thus ZOS replaced it with the inverse passive 'Amplitude'. The loss of implosion and subsequent adding of Amplitude, was a buff not a nerf.

    Look, by all means have an opinion, but at least try to inform yourself first before making wild claims. I know you're going to say this is a derailment, like you do regards any post that disagrees with you, but you are making the comparison here with the statement that burning light should be removed because implosion was removed, and if burning light stays then implosion should be given back... reverting amplitude to implosion is a nerf, :lol: -- the entire basis of your attack on templar is that you are demanding a nerf for sorcs to justify it; hopefully you can see how ridiculous that stance is. Alternatively, why not demand instead that templar get a version of amplitude, and effectively buff templar.

    Your argument is moot, and only results in the exact opposite of what you want because you don't understand it yourself.

    Amplitude

    Increases your damage done against enemies by 1% for every 10% current Health they have

    THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. (KINDA LIKE SOCAL SOCIETY, UNEMPLOYMENT OR CAR INSURANCE) But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. Aka rotation bunny jumping petless sorcerer. What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF DE SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
    Another nerd overall by alot.

    But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer

    Why the caps? Drop the caps and, please, give me a reasoned and well thought out breakdown to why amplitude is a nerf? Your counter point here has no detail or factual information to it. There have been massive nerfs to sorc over the years, trust me. Sorc currently is but a shell of its former self, so please explain why, specifically, amplitude is the worst.
    Amplitude

    Increases your damage done against enemies by 1% for every 10% current Health they have

    What this does show is value of more nerfs to sorcerer abilities..

    D SWING (SPAMABLE SMH)
    Slam enemy with an upward swing, dealing 1143 Physical Damage, setting them off balance for 7 seconds.

    Also sets the enemy off balance

    Vs
    crystal frags
    Conjure dark crystals to bombard an enemy, dealing 1112 Magic Damage. Casting any other Magicka Ability has a 35% chance of causing your next Crystal Fragments to be instant, deal 33% more damage, and cost 50% less Magicka.


    D swing vs crystal fragments both are at 1112 ish but as the sorcerer is nerf with AMPLITUDE. YOU LOSE UP TO 10% DAMAGE.

    THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. DUMMY IT A NERF What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF D SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
    Another NERF overall by alot.

    But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer
    Edited by phoenixkungfu on May 1, 2020 8:06AM
  • mairwen85
    mairwen85
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    mairwen85 wrote: »
    mairwen85 wrote: »
    Implosion was replaced with: Amplitude
    https://eso-skillbook.com/skill/amplitude

    Amplitude is non-proc chance and guaranteed damage to any enemy by 1% for every 10% health they have.
    100% = 10% damage buff, 90% = 9%, 80% = 8%, 70% = 7%, and so on. How much passive/free damage do you think this results in over the course of a single target fight?

    Implosion was only applicable to targets with <15% health (at 6% chance), so not applicable for 85% of the time. It was weak and often times enemies were dead before it even kicked in, thus ZOS replaced it with the inverse passive 'Amplitude'. The loss of implosion and subsequent adding of Amplitude, was a buff not a nerf.

    Look, by all means have an opinion, but at least try to inform yourself first before making wild claims. I know you're going to say this is a derailment, like you do regards any post that disagrees with you, but you are making the comparison here with the statement that burning light should be removed because implosion was removed, and if burning light stays then implosion should be given back... reverting amplitude to implosion is a nerf, :lol: -- the entire basis of your attack on templar is that you are demanding a nerf for sorcs to justify it; hopefully you can see how ridiculous that stance is. Alternatively, why not demand instead that templar get a version of amplitude, and effectively buff templar.

    Your argument is moot, and only results in the exact opposite of what you want because you don't understand it yourself.

    Amplitude

    Increases your damage done against enemies by 1% for every 10% current Health they have

    THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. Aka rotation bunny jumping petless sorcerer. What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF DE SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
    Another nerd overall by alot.

    But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer

    Why the caps? Drop the caps and, please, give me a reasoned and well thought out breakdown to why amplitude is a nerf? Your counter point here has no detail or factual information to it. There have been massive nerfs to sorc over the years, trust me. Sorc currently is but a shell of its former self, so please explain why, specifically, amplitude is the worst.
    Amplitude

    Increases your damage done against enemies by 1% for every 10% current Health they have

    What this does show is value of more nerfs to sorcerer abilities..

    D SWING (SPAMABLE SMH)
    Slam enemy with an upward swing, dealing 1143 Physical Damage, setting them off balance for 7 seconds.

    Also sets the enemy off balance

    Vs
    crystal frags
    Conjure dark crystals to bombard an enemy, dealing 1112 Magic Damage. Casting any other Magicka Ability has a 35% chance of causing your next Crystal Fragments to be instant, deal 33% more damage, and cost 50% less Magicka.


    D swing vs crystal fragments both are at 1112 ish but as the sorcerer is nerf with AMPLITUDE. YOU LOSE UP TO 10% DAMAGE.

    THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. DUMMY IT A NERF What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF D SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
    Another NERF overall by alot.

    But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer

    In that same scenario, you would have 0% extra damage from Implosion. But continuously receive the passive increase from Amplitude. Unless you had lightning flood running at the same time, in which case it would only have effect at the very last minute (and likely the frag would forgo it anyway), but Amplitude is on every tick, plus your frag. Again, I don't see a nerf here.

    However... what are we discussing here now? Dizzying Swing (weapon ability) vs Crystal Frags (sorc ability), or Burning Light (templar passive) vs Implosion (former sorc passive)? We can't really debate your OP if you can't keep the discussion within the boundaries of your own argument.

    Somebody offered you build advice as a suggestion further up the thread. I think that might be better for you than progressing this discussion that you have hardly any grip on to be fair.

    Edited by mairwen85 on May 1, 2020 8:24AM
  • Ryath_Waylander
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    Kids shouting and "DEMAND"ing in capslock. Chance of being taken seriously in a reasoned debate.. not much.
  • mairwen85
    mairwen85
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    Kids shouting and "DEMAND"ing in capslock. Chance of being taken seriously in a reasoned debate.. not much.

    Every time I see a thread title with random caps, I think 'here we go again' :lol:
  • notyuu
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    Implosion works with ANY shock damage
    i.e.
    • lighting staff light attack
    • lighting staff heavy attack
    • Any weapon with a shock damage glyph
    • overload
    • mages fury
    • lighting form
    • lighting splash
    • streak
    • auroran's thunder
    • mad tinkerer
    • overwhelming surge
    • storm master
    • storm knight's plate
    • thunderbug's carapace
    • Stormfist
    and ANY physical damage
    i.e.
    • Unarmed light/heavy
    • Bow light/heavy
    • two handed light/heavy
    • shield and one handed light/heavy
    • single blade light/heavy
    • Hurricane
    • Bound Armaments
    • Berserk strike
    • uppercut
    • critical charge
    • cleave
    • reverse slash
    • Rapid fire
    • snipe
    • volley
    • scatter shot
    • arrow spray
    • Puncture
    • Low slash
    • Shield charge
    • Power bash
    • Lacerate
    • Flurry
    • Twin slashs
    • whirlwind
    • blade cloak
    • Hidden blade
    • Bashing
    • Caltrops
    • Silver Bolts
    • Dawnbreaker
    • Werewolf..everything
    And that's not even mentioning the physical damage sets that could proc the damn thing.
    By comparison burning light can be set off by
    • Radial sweep
    • Puncturing strikes
    • Piercing javelin
    • Focused charge
    • Spear shards
    • Sunsheild

    so given that implosion allows for a MUCH greater level of versatility I don't really see any reason to tweak or nerf it, as for burning light, maybe a 5-10% damage decrease due to it hitting stupid hard at times.
  • zvavi
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    The real reason implosion (which I miss too, since it gave sorc more lightning identity) was gone is that in PvP it was not consistent enough and made low hp enemy's death an rng instead of skill. The real debate should be if it was a real problem or not...
  • Alienoutlaw
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    D swing vs crystal fragments both are at 1112 ish but as the sorcerer is nerf with AMPLITUDE. YOU LOSE UP TO 10% DAMAGE.

    My frag's proc for 40-50k don't see an issue at all
  • Nevasca
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    Implosion was nerfed because it was unfun and unreliable.

    I played a lot of StamSorc in PvP at the time, and let me tell you, killing someone with Implosion felt like I got carried by RNG. Same when I got killed with Mage's Wrath + Implosion. Just not a fun mechanic at all. I'd rather have consistent damage output (Burning Light or Amplitude) than that.
  • technohic
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    Poor sorcs.

    BRB. Going to go make a thread about my necromancer complaining NB too tanky.
    Edited by technohic on May 1, 2020 11:20AM
  • mairwen85
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    zvavi wrote: »
    The real reason implosion (which I miss too, since it gave sorc more lightning identity) was gone is that in PvP it was not consistent enough and made low hp enemy's death an rng instead of skill. The real debate should be if it was a real problem or not...

    I think it's a fair point that the loss of Implosion meant the loss of identity for sorc. It could have been reworked to be more consistent instead of being outright replaced. However, that isn't the basis of OP's argument; within the context of what they're stating, Amplitude is still a buff over Implosion because it applies to all skills, not just those that are of the shock damage type.
    Edited by mairwen85 on May 1, 2020 11:45AM
  • zvavi
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    mairwen85 wrote: »
    Amplitude is still a buff over Implosion because it applies to all skills, not just those that are of the shock damage type.
    But inturn makes some skills useless in pve.

    #execute that I run in trials only for sustain
  • laksikus
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    What r&g?
This discussion has been closed.