martijnlv40 wrote: »What do you think about the other changes to Haunting Curse PvP-wise? Better? Also, it's a pretty good skill in PvE (and PvP) already, it's just that it's the one thing petsorcs will never use so it's the easiest to buff for the non-petsorc.
About Mages' Fury, do you mean that the second explosion in execute range has a too large delay? I've never really noticed it but I'm sure that it will be very noticeable in PvP (never ran it in PvP, plus not that big on the PvP either). That's something that they should do if it's necessary, just apart from the balance changes I propose. I think the 20% to 25% execute range on its own is a good change, with no other things needed, but perhaps the range decrease is also something they should look at. Perhaps to 20 meters (instead of 28, so 36), and maybe increase the first damage (non-execute damage) like 5-10%.
And yeah the passives aren't all that good, some are nice, but most are just meh.
But the thing that defines the class: SHOCK damage, is really underwhelming at the moment. Unfortunately you can't change that without also buffing the pets, so you'll need to balance those numbers out while it's just okay at the moment, so they won't burn their fingers on that I suppose.
martijnlv40 wrote: »About Haunting Curse, I meant to keep the way it works now (perhaps 3 seconds instead of 3.5 seconds first explosion). Okay so this seems to be fine with PvP as well, and I think it would really go a long way in PvE.
I honestly didn't know this about Mages' Fury, but I think this would be a great rebalance for PvP then. Reduce the range and up the speed, with an increase to execute range.
And yeah the passives are indeed either good or shite, so perhaps including the second option (either or passives) seems like a good fix. It's a bit the same as a change I proposed a while go, to make certain set bonuses (the standard crit, resource or damage ones) choose between the highest of your stats, such as twice-born star. Just introduce more options for the players to choose and I'm happy.
While I can't comment on the PvE impact of curse and mage's fury, I think curse is fine and fury could use a little help. Curse already hits like a truck in PvP, so I'm not sure a 10-15% buff would go over too well, but on the Fury side, what would you say to lowering the range you can cast it at in return for activating sooner (the skill comes with a huge delay when cast) and at a higher health threshold? Changes like that might work well for PvE and PvP, because range in PvE isn't all that needed and in PvP it makes the risk/reward ratio greater as opposed to standing on the sidelines of a BG and casting it on everyone risk-free.
Also, on behalf of all sorcs, thank you for mentioning that passive. I hate sorc passives.
martijnlv40 wrote: »Is it a problem in PvP to reach the maximum possible shield (which is limited by health)? In all the PvP I've done I've never noticed that. In that case it might not be the right change no. And you say the extra regen in unnecessary, but I've found that it's always great to have such a thing, more in PvP than in PvE. You can just see it as a sort of set bonus and redesign your build around it. A simple change to that would be to give them crit, crit damage or spell damage. Those are all better bonuses PvE wise, but probably worse PvP (which might be an okay thing), but since the spell damage is already done within another passives, it will most likely be crit or crit damage. 2 classes have the crit damage already, so that would make crit the most logical. Might be a bit too much though.
martijnlv40 wrote: »Is it a problem in PvP to reach the maximum possible shield (which is limited by health)? In all the PvP I've done I've never noticed that. In that case it might not be the right change no. And you say the extra regen in unnecessary, but I've found that it's always great to have such a thing, more in PvP than in PvE. You can just see it as a sort of set bonus and redesign your build around it. A simple change to that would be to give them crit, crit damage or spell damage. Those are all better bonuses PvE wise, but probably worse PvP (which might be an okay thing), but since the spell damage is already done within another passives, it will most likely be crit or crit damage. 2 classes have the crit damage already, so that would make crit the most logical. Might be a bit too much though.
Yes, because due to battle spirit (the PvP debuff) total shield size is chopped in half. That means that the difference between the shield size of a max mag build and a spellpower build is large because you need double the magicka to reach the health cap of the shield than your normally would in PvE.
Maybe unnecessary was the wrong word. I just think sorc could use something other than more regen or resources or more damage, like a minor buff or a damage reduction or something that would make them less paper than they currently are.
martijnlv40 wrote: »Is it a problem in PvP to reach the maximum possible shield (which is limited by health)? In all the PvP I've done I've never noticed that. In that case it might not be the right change no. And you say the extra regen in unnecessary, but I've found that it's always great to have such a thing, more in PvP than in PvE. You can just see it as a sort of set bonus and redesign your build around it. A simple change to that would be to give them crit, crit damage or spell damage. Those are all better bonuses PvE wise, but probably worse PvP (which might be an okay thing), but since the spell damage is already done within another passives, it will most likely be crit or crit damage. 2 classes have the crit damage already, so that would make crit the most logical. Might be a bit too much though.
Yes, because due to battle spirit (the PvP debuff) total shield size is chopped in half. That means that the difference between the shield size of a max mag build and a spellpower build is large because you need double the magicka to reach the health cap of the shield than your normally would in PvE.
Maybe unnecessary was the wrong word. I just think sorc could use something other than more regen or resources or more damage, like a minor buff or a damage reduction or something that would make them less paper than they currently are.
Sorcerer is the only class with no % mitigation and no extra resistence to its passives and abilities.
I am undecisive what to think of that. They certainly are the squishiest class. I would rather see max magicka added to expert summoner or value added to conjured ward to give them more active defense rather than passive defense.
Conjured Ward is our only real defense and it has been butchered over and over. It's barely better than annulment now, which everyone has access to. I want shieldstacking to be gone and conjured ward and annulment to be buffed accordingly.
martijnlv40 wrote: »Is it a problem in PvP to reach the maximum possible shield (which is limited by health)? In all the PvP I've done I've never noticed that. In that case it might not be the right change no. And you say the extra regen in unnecessary, but I've found that it's always great to have such a thing, more in PvP than in PvE. You can just see it as a sort of set bonus and redesign your build around it. A simple change to that would be to give them crit, crit damage or spell damage. Those are all better bonuses PvE wise, but probably worse PvP (which might be an okay thing), but since the spell damage is already done within another passives, it will most likely be crit or crit damage. 2 classes have the crit damage already, so that would make crit the most logical. Might be a bit too much though.
Yes, because due to battle spirit (the PvP debuff) total shield size is chopped in half. That means that the difference between the shield size of a max mag build and a spellpower build is large because you need double the magicka to reach the health cap of the shield than your normally would in PvE.
Maybe unnecessary was the wrong word. I just think sorc could use something other than more regen or resources or more damage, like a minor buff or a damage reduction or something that would make them less paper than they currently are.
Sorcerer is the only class with no % mitigation and no extra resistence to its passives and abilities.
I am undecisive what to think of that. They certainly are the squishiest class. I would rather see max magicka added to expert summoner or value added to conjured ward to give them more active defense rather than passive defense.
Conjured Ward is our only real defense and it has been butchered over and over. It's barely better than annulment now, which everyone has access to. I want shieldstacking to be gone and conjured ward and annulment to be buffed accordingly.
I'd be receptive to getting rid of shield stacking, but everyone that doesn't play magsorc wouldn't be. You only have to go a thread over to see all of that. Honestly though, I don't really see shield stacking as a big issue. Shields, at least before the big tank meta nerfs this patch, were in this nice sweet spot where they felt like they had just enough impact to be worth using but not so much impact that it made using them be a god mode. I liked that feeling. How would we balance an exclusive conjured ward to be strong enough on its own but still keep the resource expenditure that casting 2 shields implies?
martijnlv40 wrote: »Is it a problem in PvP to reach the maximum possible shield (which is limited by health)? In all the PvP I've done I've never noticed that. In that case it might not be the right change no. And you say the extra regen in unnecessary, but I've found that it's always great to have such a thing, more in PvP than in PvE. You can just see it as a sort of set bonus and redesign your build around it. A simple change to that would be to give them crit, crit damage or spell damage. Those are all better bonuses PvE wise, but probably worse PvP (which might be an okay thing), but since the spell damage is already done within another passives, it will most likely be crit or crit damage. 2 classes have the crit damage already, so that would make crit the most logical. Might be a bit too much though.
Yes, because due to battle spirit (the PvP debuff) total shield size is chopped in half. That means that the difference between the shield size of a max mag build and a spellpower build is large because you need double the magicka to reach the health cap of the shield than your normally would in PvE.
Maybe unnecessary was the wrong word. I just think sorc could use something other than more regen or resources or more damage, like a minor buff or a damage reduction or something that would make them less paper than they currently are.
Sorcerer is the only class with no % mitigation and no extra resistence to its passives and abilities.
I am undecisive what to think of that. They certainly are the squishiest class. I would rather see max magicka added to expert summoner or value added to conjured ward to give them more active defense rather than passive defense.
Conjured Ward is our only real defense and it has been butchered over and over. It's barely better than annulment now, which everyone has access to. I want shieldstacking to be gone and conjured ward and annulment to be buffed accordingly.
I'd be receptive to getting rid of shield stacking, but everyone that doesn't play magsorc wouldn't be. You only have to go a thread over to see all of that. Honestly though, I don't really see shield stacking as a big issue. Shields, at least before the big tank meta nerfs this patch, were in this nice sweet spot where they felt like they had just enough impact to be worth using but not so much impact that it made using them be a god mode. I liked that feeling. How would we balance an exclusive conjured ward to be strong enough on its own but still keep the resource expenditure that casting 2 shields implies?
You mean in the case of shieldstack staying? I think shields need a significant cost reduction. When I can spam my shield, it's a decent thing. But I actually have to terrorspam it in order to survive at all. So they would either need a good strength buff; which would make shieldstacking worse, or a cost decrease.
martijnlv40 wrote: »- Firstly, the easiest change I could see was buffing the one skill the petsorc would never use, Haunting Curse.
martijnlv40 wrote: »- Firstly, the easiest change I could see was buffing the one skill the petsorc would never use, Haunting Curse.
When suggesting changes, it helps to look at the big picture. There is a reason why many who run pet sorc builds do not use Haunting Curse. The other morph, Daedric Prey, becomes less favorable, and we end up with a useless skill. As it is now, both skills are useful, depending on the build.
For the Mage's Fury skill, the justification was because a passive that was not specific to the skill was changed. I am not sure that logic is very sound. More importantly, the skill is already a kill stealer, and the suggested change makes it easier to steal kills. I doubt this will fly for that very reason.
With the suggestion concerning daedric summoner, it seems the idea is just to give an overall buff to non-pet sorc builds, and since nothing is being changed for the pet's damage, it is a net nerf to pet builds because it would make them less desirable than non-pet builds.
Honestly, this taken in concert with the suggestion for Haunting Cures seems that OP wants to buff the non-pet builds to the point that pet builds are trash.
I stopped at this point for that reason. These are just my thoughts. Carry on.