I mean the fact that it's also am unblockable, undosgable, aoe, gap closing stun does sound pretty overloaded if you ask me.
Should it require a target? No, that would kill the skill. That said, I would argue that there is little reason this stun should be unblockable when it already offers so much. The fact that streak and rune prison exist on the same class is hilarious since streak very nearly negates the need for any other stun.
ZOS is always going on about needing to make choices in your builds but then let overloaded skills like this exist in tandem with the rest of the garbage.
I cleared the rest of the quote for brevity.Joy_Division wrote: »I mean the fact that it's also am unblockable, undosgable, aoe, gap closing stun does sound pretty overloaded if you ask me.
Should it require a target? No, that would kill the skill. That said, I would argue that there is little reason this stun should be unblockable when it already offers so much. The fact that streak and rune prison exist on the same class is hilarious since streak very nearly negates the need for any other stun.
ZOS is always going on about needing to make choices in your builds but then let overloaded skills like this exist in tandem with the rest of the garbage.
If you thought about this from any other perspective than nerfing, you'd realize what you wrote is shortsighted.
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I cleared the rest of the quote for brevity.Joy_Division wrote: »I mean the fact that it's also am unblockable, undosgable, aoe, gap closing stun does sound pretty overloaded if you ask me.
Should it require a target? No, that would kill the skill. That said, I would argue that there is little reason this stun should be unblockable when it already offers so much. The fact that streak and rune prison exist on the same class is hilarious since streak very nearly negates the need for any other stun.
ZOS is always going on about needing to make choices in your builds but then let overloaded skills like this exist in tandem with the rest of the garbage.
If you thought about this from any other perspective than nerfing, you'd realize what you wrote is shortsighted.
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I don't think it's necessarily genuine to say that simply making one single skill blockable, which was my only suggestion since I didn't give anything concrete on rune cage, would turn all sorcerers into "craven max range specs". I don't appreciate you blowing that out of proportion, and I feel that you are projecting the rest of the forum's desire to slam-nerf things into the ground onto me. I did look at this from another perspective than nerfing, that's why I said in a later post that I feel Rune Cage deserves a pass as well to bring it up to par.
Look, I play this class. With Streak on your bar you can very nearly act on a target with complete impunity at any range, dealing full damage at maximum range and controlling the target at close range. Sure, Sorcerer needs to be able to precisely control a stun due to the nature of its class burst, but no one requires a sorcerer to build into delayed burst to grab kills, and anyone saying otherwise is not being genuine. That is just one specific, but effective play style, but not the only one.
That said, I do see your point with Streak in its current form being used offensively, and when I made that post I felt that allowing it be unblockable, undodgable, on as many targets that in the way, while simultaneously offering unparalleled mobility is just a little much. It's the very skill that contributes to the success and popularity of the class. Drop the unblockable tag from that list and the skill remains very, very good regardless of the stacking cost.
I do not think I was suggesting anything that would cause everyone to drop Streak for Rune Cage, nor do I really want that to be the case. Defensive Rune certainly has its applications because most targets cannot dodge in time (usually being stuck in an attacking animation already), and being available for use if one is running Ball of Lightning instead.
At any rate, specifically looking at Rune Cage only and nothing else: Perhaps it is that a maximum range stun cannot be balanced in a satisfying way; being able to apply any kind of stun is very valuable. If that is the case, perhaps a maximum range stun should not exist.
Anyway, my stance on Streak is not nearly as harsh as you probably think, and having given it more thought it's definitely softened. Making it blockable is the only change that I think should be made to it, but not in a vacuum, not without some other comprehensive balancing with other skills/passives. We've had a lot of changes in the last year since the new dev team came in, but since Dragonhold it's been mostly focused on sets. We never got a true passives audit they said we were going to get over a year ago, and I get the feeling the dev team attention has been more focused on other things than class/skill balance.
Stop chasing people. If you are needing to chase someone down they are either baiting you into a fight in a better location, which the player doing the chasing will complain about how OP they are, or they are running from a fight they cannot win, which, as can be seen here, the player doing the chasing is complaining about.
Not every fight has to end in a victory. Sometimes stalemates are ok.
If sorc gets to choose when to engage and disengage to such a degree, then every other class should be able to also. If you want balance, there it is. There isn't any good reason why sorc should be able to dictate the terms of every encounter with a class ability when most other classes do not have any ability that allows them to do so.
If sorc gets to choose when to engage and disengage to such a degree, then every other class should be able to also. If you want balance, there it is. There isn't any good reason why sorc should be able to dictate the terms of every encounter with a class ability when most other classes do not have any ability that allows them to do so.
All classes can build to have such mobility. Even my Dragonknight can use things like Race Against Time to reposition into a better spot and bait players into going into a location that's not to their advantage. I actually managed to do this to a Nightblade player that had just captured a resource last week. With the NPCs they had me beat but after I broke free from their stun I went into the watchtower and they followed me inside not realizing what trap they were walking into.
In every other game, extreme mobility generally comes at a very high cost to either mitigation, outgoing damage, utility, ranged damage, or all of those combined. Mobility often means that if you're caught, you're vulnerable. I'm not just talking about MMOs, every class based game that I can think of has this feature, because it just makes sense. Sorcs suffer absolutely none of these penalties.
Joy_Division wrote: »I mean the fact that it's also am unblockable, undosgable, aoe, gap closing stun does sound pretty overloaded if you ask me.
Should it require a target? No, that would kill the skill. That said, I would argue that there is little reason this stun should be unblockable when it already offers so much. The fact that streak and rune prison exist on the same class is hilarious since streak very nearly negates the need for any other stun.
ZOS is always going on about needing to make choices in your builds but then let overloaded skills like this exist in tandem with the rest of the garbage.
If you thought about this from any other perspective than nerfing, you'd realize what you wrote is shortsighted.
The one spec that has spent the longest time as top tier in PvP is the max ranged shield stacking sorcerer. Aside from the potency of the class, no other spec can use all of its best skills at 100% effectiveness at max range (although now stacking 4 proc sets by bow spammers is almost as abusive). The removal of crystal frag stun put a little hit into this spec, but with Rune Cage being a max range unblockable stun, all that was required was adding an extra slot to keep the essence of this spec.
What players who are actually seeking interesting gameplay as opposed to a nerf-fest suggested was that by incentivizing a sorcerer to use streak as an offensive skill, i.e. making it good enough that a sorc would not want to play that already strong max ranged spec, that would at least put the sorcerer in danger of close ranged opponents and make for a more interesting fight. And those players were 1000% correct. A lot of sorcs want to take that gamble for the extra bar slot and I'm perfectly fine with a strong spec that plays aggressively and thus gives me the chance to kill them rather than sit back at max range hammering me with all of their powerful skills all the while having zero incentive to ever come within 40 meters of me because you think it's a good idea to nerf something that's worked fine for years. That's the whole point of Streak being better than Rune Cage, so they'll actually use it.
It's rather ironic that you tell ZOS that they need to have its players to make choices in their build when your nerf will remove said choices from sorcerers and turn them all into craven max range specs.
Stop chasing people. If you are needing to chase someone down they are either baiting you into a fight in a better location, which the player doing the chasing will complain about how OP they are, or they are running from a fight they cannot win, which, as can be seen here, the player doing the chasing is complaining about.
Not every fight has to end in a victory. Sometimes stalemates are ok.
If sorc gets to choose when to engage and disengage to such a degree, then every other class should be able to also. If you want balance, there it is. There isn't any good reason why sorc should be able to dictate the terms of every encounter with a class ability when most other classes do not have any ability that allows them to do so.
The ability that allows them to dictate the terms of every fight also being an ability that can be used offensively as an unblockable stun is completely out of step with just about every other class ability in the game. It's essentially pvp on easy mode (sorry sorcs) and fighting against it is both predictable and uninteresting, to the point where if a sorc streaks away I will just leave. There is no enjoyment chasing or even spamming a gap closer at a sorc streaking away every time he's about to die, or being hit with an unblockable stun from range when he isn't.
In every other game, extreme mobility generally comes at a very high cost to either mitigation, outgoing damage, utility, ranged damage, or all of those combined. Mobility often means that if you're caught, you're vulnerable. I'm not just talking about MMOs, every class based game that I can think of has this feature, because it just makes sense. Sorcs suffer absolutely none of these penalties.
Ball of Lightning is the escape tool. It's very powerful but also more balanced.
Chilly-McFreeze wrote: »Ball of Lightning is the escape tool. It's very powerful but also more balanced.
Is that so? I remember the forum got flooded with threads about how op ball of lightning is as it's gap closer, escape tool, snare removal and absorb in a single skill. What I take from that is that absolutely everything is deemed OP in someones opinion. Bolt Escape worked without target requirement for all of this game's life but suddenly it's seen as problem. Streak always stunned. BoL was always an absorb. This threat is just the latest edition of the inconsiderate and uninterrupted forum nerf rage that the class experiences since always. Nothing to see here.
Honestly I would rather see all other gap closers work like streak where they are a skill shot of sorts. Gap closers for years have had to be changed over and over.
abilities like shield charge would work like streak but not instant teleport. Aim and then charge, first enemy without cc immunity hit gets stunned.
abilities like leap, notorious for having issues so much so that they abide by their own old gap closer rules, would work like caltrops. Point to the ground where you want to leap and jump to that location, stunning/damaging whoever is in the area.
This change would essentially make it so reaching those further away targets has a layer of skill to them, preventing them from being abused. While at the same time this would also allow smoother mobility for a greater variety of players.
kingsforged wrote: »Or remove it from other gap closers.
The lack of a targeting requirement is what makes this ability insanely overpowered. It's a spammable teleport that allows you to either gap close OR escape, with next to no possibility of being caught (especially now with all gap closers being completely broken AND streak causing rubberband visuals that completely break all targeting on the sorc). This ability has been a balancing issue for a VERY long time, yet the answer is so obvious.
Either take away the ability to use this as a movement skill with NO equal by adding a targeting requirement, or give the same movement ability to other gap closers.