And to make matters worse they are overwhelming in numbers here on the forums all claiming that they are not overpowered and they harrass and belittle anyone that speaks out about it.
LightYagami wrote: »Mobility and range abilities of sorcerers are the best imo.
People like to complain that sorcs are op but man do they really not get what sorcs have to deal with to be even remotely good.
Been playing my sorc lately because my PVE main is sorc and I want to get all achievements, and working towards Grand Overlord at the moment on it. But I probably have more playtime on other classes in PVP.
Anyways, shields aren't as good as they seem. They break quickly, especially after the CP changes. Everyone hits hard now and shields don't scale by number of opponents. A sorc relying on shields is a sorc not doing any significant damage.
The only skill in a sorcs burst that cannot be dodged is curse. Maybe meteor too but meteor is available to everyone and is blockable. It takes forever to set up a decent burst because you almost always need the meteor ready to succeed. Everything is telegraphed and your dealing more with players roll dodging everything you throw at them. Especially if you are alone in a fight.
Your reliable class heal and sustain isn't even reliable. It has a cast time, locks you up for too long, and can be interrupted. And if you want to use the radiating for healing the heal could go to other players when you need it.
The only viable stun, streak, places you in an awful position to attack your opponent. Rune cage is plain awful, extremely telegraphed and can be dodged and the range on flame clench makes it pretty useless for a ranged class. But streak places you behind the opponent you are trying to burst. So if they aren't dead when you streak them, they are at full health by the time you can target them again.
Execute is ok in a vacuum. But it ends up only working against really bad opponents or spamming into zergs with allies nearby. The problem is the telegraphed burst of the sorc. Other classes have somewhat of a telegraph but it is more likely to be tied to the player casting the skills and not their enemy. A sorc's burst is on a timer that is visibly apparent on the player they intend to burst. Curse hits you and you have 3 seconds before you are hit with the burst. Most good opponents dodge roll immediately after curse hits. That allows them to avoid a spammable cast, mages wrath, and often a frag proc. And the the sorc streaks and stuns and maybe you take a meteor. But you dodged all of the rest of the burst.
And more on the execute. If you cast it first, it runs out of time to proc before your burst can go off.
All of these setbacks to deal with and then on top of that most players are running 30k+ health so good luck actually bursting a player down if you are alone. Even more luck to you if you are facing more than one opponent. And good luck facing a stam player who dies more damage to you. Especially a necro or warden who have even higher burst and can outsustain and out heal you.
People like to complain that sorcs are op but man do they really not get what sorcs have to deal with to be even remotely good.
Been playing my sorc lately because my PVE main is sorc and I want to get all achievements, and working towards Grand Overlord at the moment on it. But I probably have more playtime on other classes in PVP.
Anyways, shields aren't as good as they seem. They break quickly, especially after the CP changes. Everyone hits hard now and shields don't scale by number of opponents. A sorc relying on shields is a sorc not doing any significant damage.
The only skill in a sorcs burst that cannot be dodged is curse. Maybe meteor too but meteor is available to everyone and is blockable. It takes forever to set up a decent burst because you almost always need the meteor ready to succeed. Everything is telegraphed and your dealing more with players roll dodging everything you throw at them. Especially if you are alone in a fight.
Your reliable class heal and sustain isn't even reliable. It has a cast time, locks you up for too long, and can be interrupted. And if you want to use the radiating for healing the heal could go to other players when you need it.
The only viable stun, streak, places you in an awful position to attack your opponent. Rune cage is plain awful, extremely telegraphed and can be dodged and the range on flame clench makes it pretty useless for a ranged class. But streak places you behind the opponent you are trying to burst. So if they aren't dead when you streak them, they are at full health by the time you can target them again.
Execute is ok in a vacuum. But it ends up only working against really bad opponents or spamming into zergs with allies nearby. The problem is the telegraphed burst of the sorc. Other classes have somewhat of a telegraph but it is more likely to be tied to the player casting the skills and not their enemy. A sorc's burst is on a timer that is visibly apparent on the player they intend to burst. Curse hits you and you have 3 seconds before you are hit with the burst. Most good opponents dodge roll immediately after curse hits. That allows them to avoid a spammable cast, mages wrath, and often a frag proc. And the the sorc streaks and stuns and maybe you take a meteor. But you dodged all of the rest of the burst.
And more on the execute. If you cast it first, it runs out of time to proc before your burst can go off.
All of these setbacks to deal with and then on top of that most players are running 30k+ health so good luck actually bursting a player down if you are alone. Even more luck to you if you are facing more than one opponent. And good luck facing a stam player who dies more damage to you. Especially a necro or warden who have even higher burst and can outsustain and out heal you.
sorcerers are killing other players in pvp in less than 3 seconds on Live right now and thats not new, been that way for many years.
People like to complain that sorcs are op but man do they really not get what sorcs have to deal with to be even remotely good.
Been playing my sorc lately because my PVE main is sorc and I want to get all achievements, and working towards Grand Overlord at the moment on it. But I probably have more playtime on other classes in PVP.
Anyways, shields aren't as good as they seem. They break quickly, especially after the CP changes. Everyone hits hard now and shields don't scale by number of opponents. A sorc relying on shields is a sorc not doing any significant damage.
The only skill in a sorcs burst that cannot be dodged is curse. Maybe meteor too but meteor is available to everyone and is blockable. It takes forever to set up a decent burst because you almost always need the meteor ready to succeed. Everything is telegraphed and your dealing more with players roll dodging everything you throw at them. Especially if you are alone in a fight.
Your reliable class heal and sustain isn't even reliable. It has a cast time, locks you up for too long, and can be interrupted. And if you want to use the radiating for healing the heal could go to other players when you need it.
The only viable stun, streak, places you in an awful position to attack your opponent. Rune cage is plain awful, extremely telegraphed and can be dodged and the range on flame clench makes it pretty useless for a ranged class. But streak places you behind the opponent you are trying to burst. So if they aren't dead when you streak them, they are at full health by the time you can target them again.
Execute is ok in a vacuum. But it ends up only working against really bad opponents or spamming into zergs with allies nearby. The problem is the telegraphed burst of the sorc. Other classes have somewhat of a telegraph but it is more likely to be tied to the player casting the skills and not their enemy. A sorc's burst is on a timer that is visibly apparent on the player they intend to burst. Curse hits you and you have 3 seconds before you are hit with the burst. Most good opponents dodge roll immediately after curse hits. That allows them to avoid a spammable cast, mages wrath, and often a frag proc. And the the sorc streaks and stuns and maybe you take a meteor. But you dodged all of the rest of the burst.
And more on the execute. If you cast it first, it runs out of time to proc before your burst can go off.
All of these setbacks to deal with and then on top of that most players are running 30k+ health so good luck actually bursting a player down if you are alone. Even more luck to you if you are facing more than one opponent. And good luck facing a stam player who dies more damage to you. Especially a necro or warden who have even higher burst and can outsustain and out heal you.
master_vanargand wrote: »People like to complain that sorcs are op but man do they really not get what sorcs have to deal with to be even remotely good.
Been playing my sorc lately because my PVE main is sorc and I want to get all achievements, and working towards Grand Overlord at the moment on it. But I probably have more playtime on other classes in PVP.
Anyways, shields aren't as good as they seem. They break quickly, especially after the CP changes. Everyone hits hard now and shields don't scale by number of opponents. A sorc relying on shields is a sorc not doing any significant damage.
The only skill in a sorcs burst that cannot be dodged is curse. Maybe meteor too but meteor is available to everyone and is blockable. It takes forever to set up a decent burst because you almost always need the meteor ready to succeed. Everything is telegraphed and your dealing more with players roll dodging everything you throw at them. Especially if you are alone in a fight.
Your reliable class heal and sustain isn't even reliable. It has a cast time, locks you up for too long, and can be interrupted. And if you want to use the radiating for healing the heal could go to other players when you need it.
The only viable stun, streak, places you in an awful position to attack your opponent. Rune cage is plain awful, extremely telegraphed and can be dodged and the range on flame clench makes it pretty useless for a ranged class. But streak places you behind the opponent you are trying to burst. So if they aren't dead when you streak them, they are at full health by the time you can target them again.
Execute is ok in a vacuum. But it ends up only working against really bad opponents or spamming into zergs with allies nearby. The problem is the telegraphed burst of the sorc. Other classes have somewhat of a telegraph but it is more likely to be tied to the player casting the skills and not their enemy. A sorc's burst is on a timer that is visibly apparent on the player they intend to burst. Curse hits you and you have 3 seconds before you are hit with the burst. Most good opponents dodge roll immediately after curse hits. That allows them to avoid a spammable cast, mages wrath, and often a frag proc. And the the sorc streaks and stuns and maybe you take a meteor. But you dodged all of the rest of the burst.
And more on the execute. If you cast it first, it runs out of time to proc before your burst can go off.
All of these setbacks to deal with and then on top of that most players are running 30k+ health so good luck actually bursting a player down if you are alone. Even more luck to you if you are facing more than one opponent. And good luck facing a stam player who dies more damage to you. Especially a necro or warden who have even higher burst and can outsustain and out heal you.
[snip]
Sorcerer says "block Meteor" while using Streak's unblockable AoE Stun.
And Sorcerer explains that Meteor cannot be avoided and says "use roll dodge".
In addition, Sorcerer hides behind the pet and says, "The pet is not strong because it is 2 slots", ignoring the skill of the pet.
And the Sorcerer is equipped with Engine Guardian, saying "I don't use pets".
Sorcerer moves behind while stunning enemies with Streak and is says "use gap closer".
And Sorcerer says "use Immovable pots", but when the enemy looks back, Sorcerer is far away.
Even if the enemy does not stun, the Streak train departs before the enemy targets the Sorcerer.
Best damage, best speed, best shield, best pets. Sorcerer has everything, it has no weaknesses and is the strongest.
Currently Shirodir is full of Sorcerers, and at Battlegrounds Sorcerers use Mage's Fury to stealing many kills.
Where is the game balance?
master_vanargand wrote: »People like to complain that sorcs are op but man do they really not get what sorcs have to deal with to be even remotely good.
Been playing my sorc lately because my PVE main is sorc and I want to get all achievements, and working towards Grand Overlord at the moment on it. But I probably have more playtime on other classes in PVP.
Anyways, shields aren't as good as they seem. They break quickly, especially after the CP changes. Everyone hits hard now and shields don't scale by number of opponents. A sorc relying on shields is a sorc not doing any significant damage.
The only skill in a sorcs burst that cannot be dodged is curse. Maybe meteor too but meteor is available to everyone and is blockable. It takes forever to set up a decent burst because you almost always need the meteor ready to succeed. Everything is telegraphed and your dealing more with players roll dodging everything you throw at them. Especially if you are alone in a fight.
Your reliable class heal and sustain isn't even reliable. It has a cast time, locks you up for too long, and can be interrupted. And if you want to use the radiating for healing the heal could go to other players when you need it.
The only viable stun, streak, places you in an awful position to attack your opponent. Rune cage is plain awful, extremely telegraphed and can be dodged and the range on flame clench makes it pretty useless for a ranged class. But streak places you behind the opponent you are trying to burst. So if they aren't dead when you streak them, they are at full health by the time you can target them again.
Execute is ok in a vacuum. But it ends up only working against really bad opponents or spamming into zergs with allies nearby. The problem is the telegraphed burst of the sorc. Other classes have somewhat of a telegraph but it is more likely to be tied to the player casting the skills and not their enemy. A sorc's burst is on a timer that is visibly apparent on the player they intend to burst. Curse hits you and you have 3 seconds before you are hit with the burst. Most good opponents dodge roll immediately after curse hits. That allows them to avoid a spammable cast, mages wrath, and often a frag proc. And the the sorc streaks and stuns and maybe you take a meteor. But you dodged all of the rest of the burst.
And more on the execute. If you cast it first, it runs out of time to proc before your burst can go off.
All of these setbacks to deal with and then on top of that most players are running 30k+ health so good luck actually bursting a player down if you are alone. Even more luck to you if you are facing more than one opponent. And good luck facing a stam player who dies more damage to you. Especially a necro or warden who have even higher burst and can outsustain and out heal you.
[snip]
Sorcerer says "block Meteor" while using Streak's unblockable AoE Stun.
And Sorcerer explains that Meteor cannot be avoided and says "use roll dodge".
In addition, Sorcerer hides behind the pet and says, "The pet is not strong because it is 2 slots", ignoring the skill of the pet.
And the Sorcerer is equipped with Engine Guardian, saying "I don't use pets".
Sorcerer moves behind while stunning enemies with Streak and is says "use gap closer".
And Sorcerer says "use Immovable pots", but when the enemy looks back, Sorcerer is far away.
Even if the enemy does not stun, the Streak train departs before the enemy targets the Sorcerer.
Best damage, best speed, best shield, best pets. Sorcerer has everything, it has no weaknesses and is the strongest.
Currently Shirodir is full of Sorcerers, and at Battlegrounds Sorcerers use Mage's Fury to stealing many kills.
Where is the game balance?
Here is everything a sorc has to do to burst someone down:
Curse
Spammable
Frag
Fury
Meteor
Streak
That is at minimum. Often it takes much linger because they need to rotate through the first 4 skills repeatedly to get a player down enough to make the burst work or regain their ult.
But at a minimum, that is 5 global cooldowns before they stun you with streak. 5 seconds to prepare. In that 5 seconds you can dodgeroll and the only skills that hit you are curse and meteor.
And let's be real here. Every class has access to an undodgeable stun. Every class. Sorc is the only one who's stun places them behind their opponent.
And really, can we give the "sorcs run away really well" nonsense a rest. Who cares if the sorc runs away. If they are running away you did your job and fought them off. Good job. Stop chasing them. Stop chasing players and then complaining because they ran away. Running away hardly makes you over powered.
master_vanargand wrote: »master_vanargand wrote: »People like to complain that sorcs are op but man do they really not get what sorcs have to deal with to be even remotely good.
Been playing my sorc lately because my PVE main is sorc and I want to get all achievements, and working towards Grand Overlord at the moment on it. But I probably have more playtime on other classes in PVP.
Anyways, shields aren't as good as they seem. They break quickly, especially after the CP changes. Everyone hits hard now and shields don't scale by number of opponents. A sorc relying on shields is a sorc not doing any significant damage.
The only skill in a sorcs burst that cannot be dodged is curse. Maybe meteor too but meteor is available to everyone and is blockable. It takes forever to set up a decent burst because you almost always need the meteor ready to succeed. Everything is telegraphed and your dealing more with players roll dodging everything you throw at them. Especially if you are alone in a fight.
Your reliable class heal and sustain isn't even reliable. It has a cast time, locks you up for too long, and can be interrupted. And if you want to use the radiating for healing the heal could go to other players when you need it.
The only viable stun, streak, places you in an awful position to attack your opponent. Rune cage is plain awful, extremely telegraphed and can be dodged and the range on flame clench makes it pretty useless for a ranged class. But streak places you behind the opponent you are trying to burst. So if they aren't dead when you streak them, they are at full health by the time you can target them again.
Execute is ok in a vacuum. But it ends up only working against really bad opponents or spamming into zergs with allies nearby. The problem is the telegraphed burst of the sorc. Other classes have somewhat of a telegraph but it is more likely to be tied to the player casting the skills and not their enemy. A sorc's burst is on a timer that is visibly apparent on the player they intend to burst. Curse hits you and you have 3 seconds before you are hit with the burst. Most good opponents dodge roll immediately after curse hits. That allows them to avoid a spammable cast, mages wrath, and often a frag proc. And the the sorc streaks and stuns and maybe you take a meteor. But you dodged all of the rest of the burst.
And more on the execute. If you cast it first, it runs out of time to proc before your burst can go off.
All of these setbacks to deal with and then on top of that most players are running 30k+ health so good luck actually bursting a player down if you are alone. Even more luck to you if you are facing more than one opponent. And good luck facing a stam player who dies more damage to you. Especially a necro or warden who have even higher burst and can outsustain and out heal you.
[snip]
Sorcerer says "block Meteor" while using Streak's unblockable AoE Stun.
And Sorcerer explains that Meteor cannot be avoided and says "use roll dodge".
In addition, Sorcerer hides behind the pet and says, "The pet is not strong because it is 2 slots", ignoring the skill of the pet.
And the Sorcerer is equipped with Engine Guardian, saying "I don't use pets".
Sorcerer moves behind while stunning enemies with Streak and is says "use gap closer".
And Sorcerer says "use Immovable pots", but when the enemy looks back, Sorcerer is far away.
Even if the enemy does not stun, the Streak train departs before the enemy targets the Sorcerer.
Best damage, best speed, best shield, best pets. Sorcerer has everything, it has no weaknesses and is the strongest.
Currently Shirodir is full of Sorcerers, and at Battlegrounds Sorcerers use Mage's Fury to stealing many kills.
Where is the game balance?
Here is everything a sorc has to do to burst someone down:
Curse
Spammable
Frag
Fury
Meteor
Streak
That is at minimum. Often it takes much linger because they need to rotate through the first 4 skills repeatedly to get a player down enough to make the burst work or regain their ult.
But at a minimum, that is 5 global cooldowns before they stun you with streak. 5 seconds to prepare. In that 5 seconds you can dodgeroll and the only skills that hit you are curse and meteor.
And let's be real here. Every class has access to an undodgeable stun. Every class. Sorc is the only one who's stun places them behind their opponent.
And really, can we give the "sorcs run away really well" nonsense a rest. Who cares if the sorc runs away. If they are running away you did your job and fought them off. Good job. Stop chasing them. Stop chasing players and then complaining because they ran away. Running away hardly makes you over powered.
If enemy stop chasing Sorcerer, Sorcerer will attack to enemy.
And Sorcerer repeats it until the enemy dies.
"stop chasing Sorcerer" is a broken logic.
master_vanargand wrote: »FriedEggSandwich wrote: »master_vanargand wrote: »People like to complain that sorcs are op but man do they really not get what sorcs have to deal with to be even remotely good.
Been playing my sorc lately because my PVE main is sorc and I want to get all achievements, and working towards Grand Overlord at the moment on it. But I probably have more playtime on other classes in PVP.
Anyways, shields aren't as good as they seem. They break quickly, especially after the CP changes. Everyone hits hard now and shields don't scale by number of opponents. A sorc relying on shields is a sorc not doing any significant damage.
The only skill in a sorcs burst that cannot be dodged is curse. Maybe meteor too but meteor is available to everyone and is blockable. It takes forever to set up a decent burst because you almost always need the meteor ready to succeed. Everything is telegraphed and your dealing more with players roll dodging everything you throw at them. Especially if you are alone in a fight.
Your reliable class heal and sustain isn't even reliable. It has a cast time, locks you up for too long, and can be interrupted. And if you want to use the radiating for healing the heal could go to other players when you need it.
The only viable stun, streak, places you in an awful position to attack your opponent. Rune cage is plain awful, extremely telegraphed and can be dodged and the range on flame clench makes it pretty useless for a ranged class. But streak places you behind the opponent you are trying to burst. So if they aren't dead when you streak them, they are at full health by the time you can target them again.
Execute is ok in a vacuum. But it ends up only working against really bad opponents or spamming into zergs with allies nearby. The problem is the telegraphed burst of the sorc. Other classes have somewhat of a telegraph but it is more likely to be tied to the player casting the skills and not their enemy. A sorc's burst is on a timer that is visibly apparent on the player they intend to burst. Curse hits you and you have 3 seconds before you are hit with the burst. Most good opponents dodge roll immediately after curse hits. That allows them to avoid a spammable cast, mages wrath, and often a frag proc. And the the sorc streaks and stuns and maybe you take a meteor. But you dodged all of the rest of the burst.
And more on the execute. If you cast it first, it runs out of time to proc before your burst can go off.
All of these setbacks to deal with and then on top of that most players are running 30k+ health so good luck actually bursting a player down if you are alone. Even more luck to you if you are facing more than one opponent. And good luck facing a stam player who dies more damage to you. Especially a necro or warden who have even higher burst and can outsustain and out heal you.
This is a lie logic often used to protect the Sorcerer.
Sorcerer says "block Meteor" while using Streak's unblockable AoE Stun.
And Sorcerer explains that Meteor cannot be avoided and says "use roll dodge".
In addition, Sorcerer hides behind the pet and says, "The pet is not strong because it is 2 slots", ignoring the skill of the pet.
And the Sorcerer is equipped with Engine Guardian, saying "I don't use pets".
Sorcerer moves behind while stunning enemies with Streak and is says "use gap closer".
And Sorcerer says "use Immovable pots", but when the enemy looks back, Sorcerer is far away.
Even if the enemy does not stun, the Streak train departs before the enemy targets the Sorcerer.
Best damage, best speed, best shield, best pets. Sorcerer has everything, it has no weaknesses and is the strongest.
Currently Shirodir is full of Sorcerers, and at Battlegrounds Sorcerers use Mage's Fury to stealing many kills.
Where is the game balance?
[Quoted post was removed]
[Quoted post was removed]
Streak is pretty strong. Probably the single best skill to bring to PvP. Streak should have more counterplay, but ZOS removed the ability to block it for some reason a couple patches ago.
it is true, and has been this way since beta 8 + years ago.
sorcerer is Highly overpowered in Damage and defenses.
the developers dont pvp so they dont realize how overpowered the sorcerer class really is.
and to make matters worse they are overwhelming in numbers here on the forums all claiming that they are not overpowered and they harrass and belittle anyone that speaks out about it.
you say don't chase sorc? oh yeah so every sorc player has by default the right to never die in pvp. Just because they can run away, not reachable by gap closers. Then they can also come back to nuke you. All this while their hp not dropping under their shields.
I play PvP everyday, and I have the most trouble with magcro and stamcro, warden aswell. Not so much by sorc, if you remove sorc escape you might aswell delete sorc, since stamina does more damage up close and we all know Mr. Jab Jab Templar would love that.
Nightblades cloak Nerf PlEaSe