MerguezMan wrote: »List bugged out in the middle, repeats itself.
Aside from that, great post.
Erickson9610 wrote: »There are some great ideas in here, but I'm frankly not surprised to see a lack of proposed balance changes to Werewolf in this list. It seems like not even the general playerbase knows how bad it is currently.
I appreciate the amount of work that went into this. Honestly, you've got a lot of good ideas that I think would be well-received by players and beneficial to the game's health and long-term fun factor. Kudos
"Purge: This ability and its morphs now incur Purge Fatigue for 6 seconds when cast, increasing the cost of casting the ability again by 33%, stacking indefinitely."
Tell me you've never healed vHoF without telling me you've never healed vHoF.
Sorry, but from a PvE perspective, this is a Really Bad Idea (TM) and has no reason to exist at all.
As a stam Warden main who only plays PVE...
I'll go cry in my corner as we're even neglected by the community.
Nice PVP changes. Now do it from a PVE perspective.
Woodenplank wrote: »Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 10 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 10 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 15 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:While we don't wish to see the meta devolve back to olden days of magicka builds pre-buff stacking a bazillion shields and you would never see their actual health bar, the game has devolvedevolved a lot since then, and we feel confident in giving a bit more lee way.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 4%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.
Turtle_Bot wrote: »Woodenplank wrote: »Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 10 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 10 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 15 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:While we don't wish to see the meta devolve back to olden days of magicka builds pre-buff stacking a bazillion shields and you would never see their actual health bar, the game has devolvedevolved a lot since then, and we feel confident in giving a bit more lee way.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 4%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.
My guess is you haven't played much sorc? These changes, while nice, are barely scratching the surface of the issues with the class, especially for PvP and No-Pet PvE builds. I'll try to add my own here. I've also bolded the changes I made to your suggestions/comments.
Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 8 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 8 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 12 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:We understand that thanks to the years of power creep, blocking and dodge roll cancelling a burst heal has become far superior to shields. While we don't want to see a return to the old shields that lasted forever, we are going to slightly increase their duration.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 5%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource and the damage this ability deals depends on the cost, shock damage for magicka cost, physical damage for stamina cost.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.- Daedric Curse:
- Haunting Curse (Morph): Reduced the time between the bursts. The first hit will proc at 3 seconds and the second hit will proc 7 seconds later at a final delay of 10 seconds after the initial cast of the ability. We have also added minor breech to this morph.
- Daedric Prey (Morph): Half of this abilities burst damage will now instead be dealt to the target as damage over time while the debuff is active on the target. The bonus damage provided to pets has also been reduced to 20% down from 45% to better spread the classes power budget back away from pets and into the rest of the class.
Developer Comment:We have seen that the pet build has become the only way to play Sorcerer and that many players are missing their old preferred playstyle that had a real choice between using the pets or not using them. We hope that by spreading the power of the class out from the pets and into other abilities there will hopefully be less flapping annoyances around Tamriel. We also wanted to better align the Haunting Curse morph with other delayed burst ability duration standards as the 12 second delay was far too long considering the single target nature of this ability and the counter play of blocking and cleansing is available. We have also finally understood just how harsh the removal of overloads third bar was for the sorcerer class so we are finally adding some additional common and easy to obtain bonuses to commonly slotted abilities to make up for essentially removing 1/3 of sorcerers available bar space all those years ago.- Summon Winged Twilight:
- The secondary active of this skill no longer heals allies or itself. Instead it causes the twilights basic attacks to deal an additional 10% damage to enemies for 20 seconds.
- Twilight Tormentor (Morph): Adjusted the scaling of the tormentors secondary ability, when cast the tormentor will deal up to 100% bonus damage depending on the health of the enemy being attacked (starting at 1% bonus damage when the enemy is at 75% health up to 100% bonus damage when the enemy is at 1% health).
- Twilight Matriarch (Morph): Removed the burst heal from this ability. Instead when the secondary ability is cast, the matriarch will summon 2 smaller winged twilights for 30 seconds. The winged twilights summoned by this secondary active deal half the damage of the matriarch.
Developer Comment:We realise that we have limited all of sorcerers healing into the pets and were doubling up on this, so we have removed the heal from the matriarch and instead it now calls 2 additional twilights to its side. We also realized that the pet builds were typically lacking much execute scaling due to the limited bar space, so we have inverted the tormentors secondary ability to now act more like an execute.- Summon Unstable Familiar:
- Summon Unstable Clannfear (Morph): The heal from the clannfears secondary ability now scales from the higher of your max health or max magicka, healing you or an ally in front of you.
- Summon Volitile Familiar (Morph): The secondary ability from this morph now also heals you and the familiar for the amount of damage it deals.
Developer Comment:To compensate for the removal of the matriarchs heal and better streamline the pets of the class, we have given the clannfear the ability to scale off max health or max magicka. This way the clannfear can be used by a pet sorc that is any role as a group heal or self heal instead of being limited only to being a selfish heal since the matriarch no longer acts as a group heal. To reinforce this skill as the pets heal, the familiar now also heals you for the damage done by its secondary ability so players who choose the familiar over the clannfear won't be forced to miss out on a heal.- Daedric Protection:
- This passive now increases health magicka and stamina recovery by 7%/15% instead of stamina and health recovery only by 10%/20%. Also reduces the cost of Conjured Ward and morphs by 15%.
Developer Comment:This passive was not hybridized, so we have aimed to fix this issue by removing capacitors magicka recovery and adding it here instead while slightly toning down the values slightly. We are also improving sorcerers ability to utilize damage shields for those who wish to continue this original playstyle.- Expert Summoner:
- Reduced the max Health this passive grants down to 3%/5% from 4%/8%.
Developer Comment:We want to reinforce the idea that damage dealers do not have excessively large health pools and since Bound Aegis now provides 4% bonus max health, we have reduced this passive to account for that change such that tanks and bruisers will still have a similar amount of max health, but other playstyles that focus more on offense won't have as much bonus health while not missing out entirely.
- Dark Magic
- Crystal Shards:
- Crystal Fragments (Morph): While slotted, casting a Health, Stamina or Magicka ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% increased damage and cost 50% less magicka, it will also shatter upon impact dealing 50% of its impact damage to nearby enemies (6m Radius).
- Crystal Weapon (Morph): This ability no longer keeps its bonus damage for 2 light or heavy attacks, instead this ability now deals its bonus damage to enemies in a small radius around the target of the initial light attack (6m).
Developer Comment:We have noticed that the content in ESO is being designed around clearing a large number of important adds while also keeping the majority of your damage focused on the main bosses. Sorcerer has been severely lacking any real form of strong area of effect damage to keep up with the current top classes, so we are hoping that this change should(TM) help the class to better keep up in actual content instead of only when in the favorable scenario of trial dummy parsing.- Encase:
- This ability now lasts over an area for 4 seconds, immobilizing any enemies that enter the area. Enemies can only be immobilized once per cast.
- Shattering Shocking Prison (Morph): This ability now deals 330 Shock damage each second to all enemies in its area and immobilize all enemies hit or that enter this area for 4 seconds. It will also deal an additional 1799 Shock damage when the effect ends.
- Restraining Embracing Prison (Morph): This ability now heals allies within its area for 250 health each second. An enemy within this area that attacks an ally that is also in this area will be immobilized for 4 seconds. If an enemy is immobilized by this ability, grants Major Vitality to you for 4 seconds.
Developer Comment:This ability was never seeing use, the hope is that by adding some damage or healing over time while keeping the original ideas behind this ability that it will hopefully find its way onto some bars.- Rune Prison:
- Rune Cage (Morph): This ability is now a single target DoT ability that deals 4631 Magic damage over 20 seconds. This ability will also attempt to stun the target for 3 seconds on the third tick (ticks once every 2 seconds). This stun can be blocked.
- Defensive Rune (Morph): This abilities duration has been reduced to 10 seconds. This ability now applies a small heal over time on the caster while it is active, healing for 1740 health over the duration. While active, if you are attacked, you will consume the buff, healing you for half of the remaining heal amount and surround the attacker with a runic prison that will attempt to stun them for 3 seconds after a short 1.5 second delay. This stun cannot be blocked.
Developer Comment:We understand that giving this ability and instant stun alongside a burst of damage created some unfair circumstances where it all but guaranteed for the sorcerers burst combo to always find its target. We hope that by spreading the damage out to be over time will reduce the peak potential of burst damage while also helping sorcerer to apply pressure that has consequences for ignoring it. We are also aiming to help facilitate sorcerers defensive capabilities by giving the class a proper heal over time to reinforce the defensive aspect of the defensive rune morph.- Dark Exchange:
- Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 3600 up to 4800 magicka over the 20 second duration. The heal from this ability and morphs now also scales from weapon/spell damage, but the base heal value has been reduced to 3200 down from 8000 to keep it in line with other burst heals that scale. This ability and morphs also grants minor berserk for the duration. The heal from this ability and morphs is halved if you have an active damage shield on you.
- Dark Deal (Morph): Converted to a magicka ability that restores stamina over the duration instead. Cast Time has been removed. This ability no longer provides 3600 stamina instantly, instead it now restores 4800 up to 6000 stamina over the 20 second duration. This ability also grants minor force for the duration.
- Dark Conversion (Morph): Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 4800 up to 6000 magicka over the 20 second duration. Increased the base heal of this morph from 3200 to 3600.
Developer Comment:We understand that sorcerer has been forced into running pets or this ability as it's main heal and so to give those sorcerers who wish to remain free from their pets an option to heal themselves, we have adjusted this ability to now act as a more standard heal and removed the cast time to allow for sorcerer to feel more in control of their actions and respond more actively to ever present threats. To prevent the situation where a sorcerer can have unlimited burst sustain while holding block, we have removed the instant resource restore and shifted it to be entirely resource restore over time instead. We have also reduced the healing from this ability when a damage shield is active to prevent the combination of a strong, scaling, reliable heal on top of a large temporary health buffer that can cause issues.- Daedric Mines:
- Reduced the cost of this ability and its morphs to 5000 Magicka down from 5400 Magicka.
Developer Comment:We removed the ability for this skill to provide a massive burst potential to act more like a short but powerful Damage over Time + area denial ability, but leaving this ability as expensive as it was had it see much less play than we originally intended.- Negate Magic:
- Silence from this ability now applies to both stamina and magicka non-core combat abilities instead of magicka non-core combat abilities only. Note: this will not affect block, dodge roll, sprint or other core combat abilities.
Developer Comment:While this is a unique aspect to sorcerer, the fact that stamina focused builds could simply ignore what is supposed to be an ultimate was limited its use cases. We hope that this change will now force all enemies regardless of what attacks they use to respect the globe of silence that this ability brings to the battle field.- Blood Magic:
- Increased the cooldown on the proc heal from this passive to 1 second, up from 0.5 seconds and reduced the heal amount by 25%. This passive now also procs on dealing damage with a Dark Magic ability
Developer Comment:To account for the multiple new ways to proc this ability via revitalized skills and on any damage instance, we have increased the cooldown and reduced the heal amount. We will keep a close eye on this passive and make further adjustments if required.- Persistence:
- This passive now procs upon avoiding an attack or blocking an attack with a damage shield as well as when blocking an attack. Reduced the cost reduction to 5%/10% down from 7%/15% to account for the additional ways to proc this passive.
Developer Comment:Sorcerer typically prefers to avoid attacks or absorb them with damage shields instead of just simply face tanking attacks with blocking and to better reflect this playstyle we have adjusted the proc conditions for this passive.
- Storm Calling
- Lightning Form:
- This ability and morphs have had their base radius increased to 7m.
- Boundless Storm (Morph): This ability now also provides snare removal/immunity and minor expedition for 2 seconds upon cast. Major expedition duration is increased to 6 seconds up from 4 seconds.
- Hurricane (Morph): This ability now lasts 25 seconds and pushes nearby enemies away from the caster by 3m on activation (this push can only occur once every 7 seconds per enemy).
Developer Comment:We forgot to increase the radius of this ability and morphs when we updated all melee attack ranges to 7m meaning that this ability failed to hit melee enemies attacking the sorcerer. Boundless storm was in a bad spot, that even magicka based sorcerers were slotting Hurricane or Chudan over it. We hope that these changes will reinforce the idea of the boundless storm not being bound to 1 spot while hurricane will move slower but buffet nearby enemies harder and knock them back due to the force of the prevailing winds.- Lightning Splash:
- Removed the synergy from this ability. Increased the damage of this abilities damage over time to 415, up from 280.
- Liquid Lightning Shard(Morph): Also deals 898 damage in the area on cast.
- Lightning Flood (Morph): Enemies within the area also take an additional 6% shock damage
Developer Comment:We have removed the synergy from this ability to allow for some power to be given back to the ability itself. Since we have given flame damage multiple unique ways to boost its damage, we felt it fitting that being flooded by lightning should have the enemy feel the effects of shock damage taken even more while giving the other morph the ability to deal a bigger burst up front for those shorter fights.- Surge:
- This ability now also grants Major Prophecy/Savagery for its duration.
- Critical Surge (Morph): Reduced the base heal amount of this ability by 66% down to 1100 from 3300.
- Power Surge (Morph): Reduced the base heal amount of this morph by 66% down to 850 from 2550. This ability now also grants minor courage whenever you critically heal an ally. This heal can now proc once every 1 second.
Developer Comment:We have reduced the heal amount of this ability significantly since it now grants increased crit chance via granting major prophecy/savagery and the changes to the dark magic line which makes the exploiter passive much easier to proc resulting in a much greater chance to proc its heal and also to account for the additional ways to proc its heal via changes to the class abilities which have given sorcerer more ways to more consistently deal damage or heal. This should result in smaller but more consistent healing coming in as sorc applies its damage.- Bolt Escape:
- This ability no longer stuns enemies near your final location, instead it snares them by 60% for 2 seconds.
- Streak (Morph): This ability no longer instantly stuns, instead this ability will snare enemies along its path by 60% for 2 seconds. If an enemy that is currently snared by this ability is hit by this ability again, they are stunned for 2 seconds.
- Ball of Lightning (Morph): This ability now blocks all projectiles and gap closers cast on you for 2 seconds and grants major evasion for 4 seconds after teleporting.
Developer Comment:With the changes to the rest of the class kit, we cannot leave streak as strong as it currently is. We have replaced the stun of streak with a snare, but to bring some skill and decision making into using the ability, we have made it so that an enemy hit by it twice by this skill will still be stunned. This will result in streak still being a very strong escape/initiation tool but will require weighing up the costs of using the ability twice (with the associated ramping cost) to get the stun.
We also want to differentiate the other morph, Ball of Lightning from mist form as the changes to mist form ended up rending Ball of Lightning obsolete so that it creates a real choice in which morph to take. We hope that by also blocking gap closers and granting 1 of the buffs of elusive mist (evasion), Ball of lightning will now be the ability of choice for those sorcerers who wish to evade their enemies and give a real reason to choose Ball of Lightning over mist form or streak.- Overload:
- Toggling this ability and its morphs on while you have over 175 ultimate will shoot a lightning bolt out at enemies in front of you in a 6x8 area dealing 2090 Shock damage and draining half of your current Ultimate. After this initial burst the ability will remain the same as current where it alters your Light and Heavy attacks. This initial burst when toggling this ability and morphs on can only occur once every 15 seconds.
- Power Overload (Morph): Also Increases the size and damage of the burst when toggled on. The burst now deals 2375 shock damage in an 8x10 area when toggled on with 175 or more ultimate.
- Energy Overload (Morph): Hitting an enemy with the burst when toggled on restores 1500 Magicka and Stamina.
Developer Comment:We realise that Overload has been through some rough changes in the past and while we wanted to keep its unique aspect of modifying light and heavy attacks we also wanted to give sorcerer some up front burst potential when toggling this ability on, so we have given it a single tick of a heavy attack in front of the caster when toggled on. We are also increasing the size of the heavy attack area slightly to better account for the recent melee range increases we have done.- Capacitor:
- New Passive: This passive now grants an additional 219 (1%) critical chance and +1% critical damage for 5 seconds upon casting/toggling a Storm Calling ability. This can stack up to 6 times.
Developer Comment:With the magicka recovery being moved to the daedric protection passive, we took into consideration the countless feedback of sorcerer being a critical based class with its heal over time from crit surge so we are leaning into that with this new passive to better synergize the class kit. Hopefully this charges up those sorcerers out there to unleash their full potential.- Expert Mage:
- This passive now also increases your critical chance by 219 (1%) for each sorcerer ability slotted.
Developer Comment:Class abilities and passive should be at minimum on par and preferably slightly ahead of the globally available abilities and passives and this passive being objectively weaker than the globally available fighters guild passive Slayer, we have decided to give this passive a slight buff that fits with the class kit by giving it a slight increase in critical chance instead of just a flat damage increase.
FantasticFreddie wrote: »Turtle_Bot wrote: »Woodenplank wrote: »Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 10 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 10 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 15 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:While we don't wish to see the meta devolve back to olden days of magicka builds pre-buff stacking a bazillion shields and you would never see their actual health bar, the game has devolvedevolved a lot since then, and we feel confident in giving a bit more lee way.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 4%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.
My guess is you haven't played much sorc? These changes, while nice, are barely scratching the surface of the issues with the class, especially for PvP and No-Pet PvE builds. I'll try to add my own here. I've also bolded the changes I made to your suggestions/comments.
Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 8 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 8 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 12 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:We understand that thanks to the years of power creep, blocking and dodge roll cancelling a burst heal has become far superior to shields. While we don't want to see a return to the old shields that lasted forever, we are going to slightly increase their duration.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 5%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource and the damage this ability deals depends on the cost, shock damage for magicka cost, physical damage for stamina cost.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.- Daedric Curse:
- Haunting Curse (Morph): Reduced the time between the bursts. The first hit will proc at 3 seconds and the second hit will proc 7 seconds later at a final delay of 10 seconds after the initial cast of the ability. We have also added minor breech to this morph.
- Daedric Prey (Morph): Half of this abilities burst damage will now instead be dealt to the target as damage over time while the debuff is active on the target. The bonus damage provided to pets has also been reduced to 20% down from 45% to better spread the classes power budget back away from pets and into the rest of the class.
Developer Comment:We have seen that the pet build has become the only way to play Sorcerer and that many players are missing their old preferred playstyle that had a real choice between using the pets or not using them. We hope that by spreading the power of the class out from the pets and into other abilities there will hopefully be less flapping annoyances around Tamriel. We also wanted to better align the Haunting Curse morph with other delayed burst ability duration standards as the 12 second delay was far too long considering the single target nature of this ability and the counter play of blocking and cleansing is available. We have also finally understood just how harsh the removal of overloads third bar was for the sorcerer class so we are finally adding some additional common and easy to obtain bonuses to commonly slotted abilities to make up for essentially removing 1/3 of sorcerers available bar space all those years ago.- Summon Winged Twilight:
- The secondary active of this skill no longer heals allies or itself. Instead it causes the twilights basic attacks to deal an additional 10% damage to enemies for 20 seconds.
- Twilight Tormentor (Morph): Adjusted the scaling of the tormentors secondary ability, when cast the tormentor will deal up to 100% bonus damage depending on the health of the enemy being attacked (starting at 1% bonus damage when the enemy is at 75% health up to 100% bonus damage when the enemy is at 1% health).
- Twilight Matriarch (Morph): Removed the burst heal from this ability. Instead when the secondary ability is cast, the matriarch will summon 2 smaller winged twilights for 30 seconds. The winged twilights summoned by this secondary active deal half the damage of the matriarch.
Developer Comment:We realise that we have limited all of sorcerers healing into the pets and were doubling up on this, so we have removed the heal from the matriarch and instead it now calls 2 additional twilights to its side. We also realized that the pet builds were typically lacking much execute scaling due to the limited bar space, so we have inverted the tormentors secondary ability to now act more like an execute.- Summon Unstable Familiar:
- Summon Unstable Clannfear (Morph): The heal from the clannfears secondary ability now scales from the higher of your max health or max magicka, healing you or an ally in front of you.
- Summon Volitile Familiar (Morph): The secondary ability from this morph now also heals you and the familiar for the amount of damage it deals.
Developer Comment:To compensate for the removal of the matriarchs heal and better streamline the pets of the class, we have given the clannfear the ability to scale off max health or max magicka. This way the clannfear can be used by a pet sorc that is any role as a group heal or self heal instead of being limited only to being a selfish heal since the matriarch no longer acts as a group heal. To reinforce this skill as the pets heal, the familiar now also heals you for the damage done by its secondary ability so players who choose the familiar over the clannfear won't be forced to miss out on a heal.- Daedric Protection:
- This passive now increases health magicka and stamina recovery by 7%/15% instead of stamina and health recovery only by 10%/20%. Also reduces the cost of Conjured Ward and morphs by 15%.
Developer Comment:This passive was not hybridized, so we have aimed to fix this issue by removing capacitors magicka recovery and adding it here instead while slightly toning down the values slightly. We are also improving sorcerers ability to utilize damage shields for those who wish to continue this original playstyle.- Expert Summoner:
- Reduced the max Health this passive grants down to 3%/5% from 4%/8%.
Developer Comment:We want to reinforce the idea that damage dealers do not have excessively large health pools and since Bound Aegis now provides 4% bonus max health, we have reduced this passive to account for that change such that tanks and bruisers will still have a similar amount of max health, but other playstyles that focus more on offense won't have as much bonus health while not missing out entirely.
- Dark Magic
- Crystal Shards:
- Crystal Fragments (Morph): While slotted, casting a Health, Stamina or Magicka ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% increased damage and cost 50% less magicka, it will also shatter upon impact dealing 50% of its impact damage to nearby enemies (6m Radius).
- Crystal Weapon (Morph): This ability no longer keeps its bonus damage for 2 light or heavy attacks, instead this ability now deals its bonus damage to enemies in a small radius around the target of the initial light attack (6m).
Developer Comment:We have noticed that the content in ESO is being designed around clearing a large number of important adds while also keeping the majority of your damage focused on the main bosses. Sorcerer has been severely lacking any real form of strong area of effect damage to keep up with the current top classes, so we are hoping that this change should(TM) help the class to better keep up in actual content instead of only when in the favorable scenario of trial dummy parsing.- Encase:
- This ability now lasts over an area for 4 seconds, immobilizing any enemies that enter the area. Enemies can only be immobilized once per cast.
- Shattering Shocking Prison (Morph): This ability now deals 330 Shock damage each second to all enemies in its area and immobilize all enemies hit or that enter this area for 4 seconds. It will also deal an additional 1799 Shock damage when the effect ends.
- Restraining Embracing Prison (Morph): This ability now heals allies within its area for 250 health each second. An enemy within this area that attacks an ally that is also in this area will be immobilized for 4 seconds. If an enemy is immobilized by this ability, grants Major Vitality to you for 4 seconds.
Developer Comment:This ability was never seeing use, the hope is that by adding some damage or healing over time while keeping the original ideas behind this ability that it will hopefully find its way onto some bars.- Rune Prison:
- Rune Cage (Morph): This ability is now a single target DoT ability that deals 4631 Magic damage over 20 seconds. This ability will also attempt to stun the target for 3 seconds on the third tick (ticks once every 2 seconds). This stun can be blocked.
- Defensive Rune (Morph): This abilities duration has been reduced to 10 seconds. This ability now applies a small heal over time on the caster while it is active, healing for 1740 health over the duration. While active, if you are attacked, you will consume the buff, healing you for half of the remaining heal amount and surround the attacker with a runic prison that will attempt to stun them for 3 seconds after a short 1.5 second delay. This stun cannot be blocked.
Developer Comment:We understand that giving this ability and instant stun alongside a burst of damage created some unfair circumstances where it all but guaranteed for the sorcerers burst combo to always find its target. We hope that by spreading the damage out to be over time will reduce the peak potential of burst damage while also helping sorcerer to apply pressure that has consequences for ignoring it. We are also aiming to help facilitate sorcerers defensive capabilities by giving the class a proper heal over time to reinforce the defensive aspect of the defensive rune morph.- Dark Exchange:
- Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 3600 up to 4800 magicka over the 20 second duration. The heal from this ability and morphs now also scales from weapon/spell damage, but the base heal value has been reduced to 3200 down from 8000 to keep it in line with other burst heals that scale. This ability and morphs also grants minor berserk for the duration. The heal from this ability and morphs is halved if you have an active damage shield on you.
- Dark Deal (Morph): Converted to a magicka ability that restores stamina over the duration instead. Cast Time has been removed. This ability no longer provides 3600 stamina instantly, instead it now restores 4800 up to 6000 stamina over the 20 second duration. This ability also grants minor force for the duration.
- Dark Conversion (Morph): Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 4800 up to 6000 magicka over the 20 second duration. Increased the base heal of this morph from 3200 to 3600.
Developer Comment:We understand that sorcerer has been forced into running pets or this ability as it's main heal and so to give those sorcerers who wish to remain free from their pets an option to heal themselves, we have adjusted this ability to now act as a more standard heal and removed the cast time to allow for sorcerer to feel more in control of their actions and respond more actively to ever present threats. To prevent the situation where a sorcerer can have unlimited burst sustain while holding block, we have removed the instant resource restore and shifted it to be entirely resource restore over time instead. We have also reduced the healing from this ability when a damage shield is active to prevent the combination of a strong, scaling, reliable heal on top of a large temporary health buffer that can cause issues.- Daedric Mines:
- Reduced the cost of this ability and its morphs to 5000 Magicka down from 5400 Magicka.
Developer Comment:We removed the ability for this skill to provide a massive burst potential to act more like a short but powerful Damage over Time + area denial ability, but leaving this ability as expensive as it was had it see much less play than we originally intended.- Negate Magic:
- Silence from this ability now applies to both stamina and magicka non-core combat abilities instead of magicka non-core combat abilities only. Note: this will not affect block, dodge roll, sprint or other core combat abilities.
Developer Comment:While this is a unique aspect to sorcerer, the fact that stamina focused builds could simply ignore what is supposed to be an ultimate was limited its use cases. We hope that this change will now force all enemies regardless of what attacks they use to respect the globe of silence that this ability brings to the battle field.- Blood Magic:
- Increased the cooldown on the proc heal from this passive to 1 second, up from 0.5 seconds and reduced the heal amount by 25%. This passive now also procs on dealing damage with a Dark Magic ability
Developer Comment:To account for the multiple new ways to proc this ability via revitalized skills and on any damage instance, we have increased the cooldown and reduced the heal amount. We will keep a close eye on this passive and make further adjustments if required.- Persistence:
- This passive now procs upon avoiding an attack or blocking an attack with a damage shield as well as when blocking an attack. Reduced the cost reduction to 5%/10% down from 7%/15% to account for the additional ways to proc this passive.
Developer Comment:Sorcerer typically prefers to avoid attacks or absorb them with damage shields instead of just simply face tanking attacks with blocking and to better reflect this playstyle we have adjusted the proc conditions for this passive.
- Storm Calling
- Lightning Form:
- This ability and morphs have had their base radius increased to 7m.
- Boundless Storm (Morph): This ability now also provides snare removal/immunity and minor expedition for 2 seconds upon cast. Major expedition duration is increased to 6 seconds up from 4 seconds.
- Hurricane (Morph): This ability now lasts 25 seconds and pushes nearby enemies away from the caster by 3m on activation (this push can only occur once every 7 seconds per enemy).
Developer Comment:We forgot to increase the radius of this ability and morphs when we updated all melee attack ranges to 7m meaning that this ability failed to hit melee enemies attacking the sorcerer. Boundless storm was in a bad spot, that even magicka based sorcerers were slotting Hurricane or Chudan over it. We hope that these changes will reinforce the idea of the boundless storm not being bound to 1 spot while hurricane will move slower but buffet nearby enemies harder and knock them back due to the force of the prevailing winds.- Lightning Splash:
- Removed the synergy from this ability. Increased the damage of this abilities damage over time to 415, up from 280.
- Liquid Lightning Shard(Morph): Also deals 898 damage in the area on cast.
- Lightning Flood (Morph): Enemies within the area also take an additional 6% shock damage
Developer Comment:We have removed the synergy from this ability to allow for some power to be given back to the ability itself. Since we have given flame damage multiple unique ways to boost its damage, we felt it fitting that being flooded by lightning should have the enemy feel the effects of shock damage taken even more while giving the other morph the ability to deal a bigger burst up front for those shorter fights.- Surge:
- This ability now also grants Major Prophecy/Savagery for its duration.
- Critical Surge (Morph): Reduced the base heal amount of this ability by 66% down to 1100 from 3300.
- Power Surge (Morph): Reduced the base heal amount of this morph by 66% down to 850 from 2550. This ability now also grants minor courage whenever you critically heal an ally. This heal can now proc once every 1 second.
Developer Comment:We have reduced the heal amount of this ability significantly since it now grants increased crit chance via granting major prophecy/savagery and the changes to the dark magic line which makes the exploiter passive much easier to proc resulting in a much greater chance to proc its heal and also to account for the additional ways to proc its heal via changes to the class abilities which have given sorcerer more ways to more consistently deal damage or heal. This should result in smaller but more consistent healing coming in as sorc applies its damage.- Bolt Escape:
- This ability no longer stuns enemies near your final location, instead it snares them by 60% for 2 seconds.
- Streak (Morph): This ability no longer instantly stuns, instead this ability will snare enemies along its path by 60% for 2 seconds. If an enemy that is currently snared by this ability is hit by this ability again, they are stunned for 2 seconds.
- Ball of Lightning (Morph): This ability now blocks all projectiles and gap closers cast on you for 2 seconds and grants major evasion for 4 seconds after teleporting.
Developer Comment:With the changes to the rest of the class kit, we cannot leave streak as strong as it currently is. We have replaced the stun of streak with a snare, but to bring some skill and decision making into using the ability, we have made it so that an enemy hit by it twice by this skill will still be stunned. This will result in streak still being a very strong escape/initiation tool but will require weighing up the costs of using the ability twice (with the associated ramping cost) to get the stun.
We also want to differentiate the other morph, Ball of Lightning from mist form as the changes to mist form ended up rending Ball of Lightning obsolete so that it creates a real choice in which morph to take. We hope that by also blocking gap closers and granting 1 of the buffs of elusive mist (evasion), Ball of lightning will now be the ability of choice for those sorcerers who wish to evade their enemies and give a real reason to choose Ball of Lightning over mist form or streak.- Overload:
- Toggling this ability and its morphs on while you have over 175 ultimate will shoot a lightning bolt out at enemies in front of you in a 6x8 area dealing 2090 Shock damage and draining half of your current Ultimate. After this initial burst the ability will remain the same as current where it alters your Light and Heavy attacks. This initial burst when toggling this ability and morphs on can only occur once every 15 seconds.
- Power Overload (Morph): Also Increases the size and damage of the burst when toggled on. The burst now deals 2375 shock damage in an 8x10 area when toggled on with 175 or more ultimate.
- Energy Overload (Morph): Hitting an enemy with the burst when toggled on restores 1500 Magicka and Stamina.
Developer Comment:We realise that Overload has been through some rough changes in the past and while we wanted to keep its unique aspect of modifying light and heavy attacks we also wanted to give sorcerer some up front burst potential when toggling this ability on, so we have given it a single tick of a heavy attack in front of the caster when toggled on. We are also increasing the size of the heavy attack area slightly to better account for the recent melee range increases we have done.- Capacitor:
- New Passive: This passive now grants an additional 219 (1%) critical chance and +1% critical damage for 5 seconds upon casting/toggling a Storm Calling ability. This can stack up to 6 times.
Developer Comment:With the magicka recovery being moved to the daedric protection passive, we took into consideration the countless feedback of sorcerer being a critical based class with its heal over time from crit surge so we are leaning into that with this new passive to better synergize the class kit. Hopefully this charges up those sorcerers out there to unleash their full potential.- Expert Mage:
- This passive now also increases your critical chance by 219 (1%) for each sorcerer ability slotted.
Developer Comment:Class abilities and passive should be at minimum on par and preferably slightly ahead of the globally available abilities and passives and this passive being objectively weaker than the globally available fighters guild passive Slayer, we have decided to give this passive a slight buff that fits with the class kit by giving it a slight increase in critical chance instead of just a flat damage increase.
Remove matriarch heal?????
Jail for Turtle_Bot, jail for one thousand years!
Turtle_Bot wrote: »Woodenplank wrote: »Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 10 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 10 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 15 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:While we don't wish to see the meta devolve back to olden days of magicka builds pre-buff stacking a bazillion shields and you would never see their actual health bar, the game has devolvedevolved a lot since then, and we feel confident in giving a bit more lee way.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 4%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.
My guess is you haven't played much sorc? These changes, while nice, are barely scratching the surface of the issues with the class, especially for PvP and No-Pet PvE builds. I'll try to add my own here. I've also bolded the changes I made to your suggestions/comments.
Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 8 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 8 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 12 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:We understand that thanks to the years of power creep, blocking and dodge roll cancelling a burst heal has become far superior to shields. While we don't want to see a return to the old shields that lasted forever, we are going to slightly increase their duration.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 5%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource and the damage this ability deals depends on the cost, shock damage for magicka cost, physical damage for stamina cost.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.- Daedric Curse:
- Haunting Curse (Morph): Reduced the time between the bursts. The first hit will proc at 3 seconds and the second hit will proc 7 seconds later at a final delay of 10 seconds after the initial cast of the ability. We have also added minor breech to this morph.
- Daedric Prey (Morph): Half of this abilities burst damage will now instead be dealt to the target as damage over time while the debuff is active on the target. The bonus damage provided to pets has also been reduced to 20% down from 45% to better spread the classes power budget back away from pets and into the rest of the class.
Developer Comment:We have seen that the pet build has become the only way to play Sorcerer and that many players are missing their old preferred playstyle that had a real choice between using the pets or not using them. We hope that by spreading the power of the class out from the pets and into other abilities there will hopefully be less flapping annoyances around Tamriel. We also wanted to better align the Haunting Curse morph with other delayed burst ability duration standards as the 12 second delay was far too long considering the single target nature of this ability and the counter play of blocking and cleansing is available. We have also finally understood just how harsh the removal of overloads third bar was for the sorcerer class so we are finally adding some additional common and easy to obtain bonuses to commonly slotted abilities to make up for essentially removing 1/3 of sorcerers available bar space all those years ago.- Summon Winged Twilight:
- The secondary active of this skill no longer heals allies or itself. Instead it causes the twilights basic attacks to deal an additional 10% damage to enemies for 20 seconds.
- Twilight Tormentor (Morph): Adjusted the scaling of the tormentors secondary ability, when cast the tormentor will deal up to 100% bonus damage depending on the health of the enemy being attacked (starting at 1% bonus damage when the enemy is at 75% health up to 100% bonus damage when the enemy is at 1% health).
- Twilight Matriarch (Morph): Removed the burst heal from this ability. Instead when the secondary ability is cast, the matriarch will summon 2 smaller winged twilights for 30 seconds. The winged twilights summoned by this secondary active deal half the damage of the matriarch.
Developer Comment:We realise that we have limited all of sorcerers healing into the pets and were doubling up on this, so we have removed the heal from the matriarch and instead it now calls 2 additional twilights to its side. We also realized that the pet builds were typically lacking much execute scaling due to the limited bar space, so we have inverted the tormentors secondary ability to now act more like an execute.- Summon Unstable Familiar:
- Summon Unstable Clannfear (Morph): The heal from the clannfears secondary ability now scales from the higher of your max health or max magicka, healing you or an ally in front of you.
- Summon Volitile Familiar (Morph): The secondary ability from this morph now also heals you and the familiar for the amount of damage it deals.
Developer Comment:To compensate for the removal of the matriarchs heal and better streamline the pets of the class, we have given the clannfear the ability to scale off max health or max magicka. This way the clannfear can be used by a pet sorc that is any role as a group heal or self heal instead of being limited only to being a selfish heal since the matriarch no longer acts as a group heal. To reinforce this skill as the pets heal, the familiar now also heals you for the damage done by its secondary ability so players who choose the familiar over the clannfear won't be forced to miss out on a heal.- Daedric Protection:
- This passive now increases health magicka and stamina recovery by 7%/15% instead of stamina and health recovery only by 10%/20%. Also reduces the cost of Conjured Ward and morphs by 15%.
Developer Comment:This passive was not hybridized, so we have aimed to fix this issue by removing capacitors magicka recovery and adding it here instead while slightly toning down the values slightly. We are also improving sorcerers ability to utilize damage shields for those who wish to continue this original playstyle.- Expert Summoner:
- Reduced the max Health this passive grants down to 3%/5% from 4%/8%.
Developer Comment:We want to reinforce the idea that damage dealers do not have excessively large health pools and since Bound Aegis now provides 4% bonus max health, we have reduced this passive to account for that change such that tanks and bruisers will still have a similar amount of max health, but other playstyles that focus more on offense won't have as much bonus health while not missing out entirely.
- Dark Magic
- Crystal Shards:
- Crystal Fragments (Morph): While slotted, casting a Health, Stamina or Magicka ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% increased damage and cost 50% less magicka, it will also shatter upon impact dealing 50% of its impact damage to nearby enemies (6m Radius).
- Crystal Weapon (Morph): This ability no longer keeps its bonus damage for 2 light or heavy attacks, instead this ability now deals its bonus damage to enemies in a small radius around the target of the initial light attack (6m).
Developer Comment:We have noticed that the content in ESO is being designed around clearing a large number of important adds while also keeping the majority of your damage focused on the main bosses. Sorcerer has been severely lacking any real form of strong area of effect damage to keep up with the current top classes, so we are hoping that this change should(TM) help the class to better keep up in actual content instead of only when in the favorable scenario of trial dummy parsing.- Encase:
- This ability now lasts over an area for 4 seconds, immobilizing any enemies that enter the area. Enemies can only be immobilized once per cast.
- Shattering Shocking Prison (Morph): This ability now deals 330 Shock damage each second to all enemies in its area and immobilize all enemies hit or that enter this area for 4 seconds. It will also deal an additional 1799 Shock damage when the effect ends.
- Restraining Embracing Prison (Morph): This ability now heals allies within its area for 250 health each second. An enemy within this area that attacks an ally that is also in this area will be immobilized for 4 seconds. If an enemy is immobilized by this ability, grants Major Vitality to you for 4 seconds.
Developer Comment:This ability was never seeing use, the hope is that by adding some damage or healing over time while keeping the original ideas behind this ability that it will hopefully find its way onto some bars.- Rune Prison:
- Rune Cage (Morph): This ability is now a single target DoT ability that deals 4631 Magic damage over 20 seconds. This ability will also attempt to stun the target for 3 seconds on the third tick (ticks once every 2 seconds). This stun can be blocked.
- Defensive Rune (Morph): This abilities duration has been reduced to 10 seconds. This ability now applies a small heal over time on the caster while it is active, healing for 1740 health over the duration. While active, if you are attacked, you will consume the buff, healing you for half of the remaining heal amount and surround the attacker with a runic prison that will attempt to stun them for 3 seconds after a short 1.5 second delay. This stun cannot be blocked.
Developer Comment:We understand that giving this ability and instant stun alongside a burst of damage created some unfair circumstances where it all but guaranteed for the sorcerers burst combo to always find its target. We hope that by spreading the damage out to be over time will reduce the peak potential of burst damage while also helping sorcerer to apply pressure that has consequences for ignoring it. We are also aiming to help facilitate sorcerers defensive capabilities by giving the class a proper heal over time to reinforce the defensive aspect of the defensive rune morph.- Dark Exchange:
- Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 3600 up to 4800 magicka over the 20 second duration. The heal from this ability and morphs now also scales from weapon/spell damage, but the base heal value has been reduced to 3200 down from 8000 to keep it in line with other burst heals that scale. This ability and morphs also grants minor berserk for the duration. The heal from this ability and morphs is halved if you have an active damage shield on you.
- Dark Deal (Morph): Converted to a magicka ability that restores stamina over the duration instead. Cast Time has been removed. This ability no longer provides 3600 stamina instantly, instead it now restores 4800 up to 6000 stamina over the 20 second duration. This ability also grants minor force for the duration.
- Dark Conversion (Morph): Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 4800 up to 6000 magicka over the 20 second duration. Increased the base heal of this morph from 3200 to 3600.
Developer Comment:We understand that sorcerer has been forced into running pets or this ability as it's main heal and so to give those sorcerers who wish to remain free from their pets an option to heal themselves, we have adjusted this ability to now act as a more standard heal and removed the cast time to allow for sorcerer to feel more in control of their actions and respond more actively to ever present threats. To prevent the situation where a sorcerer can have unlimited burst sustain while holding block, we have removed the instant resource restore and shifted it to be entirely resource restore over time instead. We have also reduced the healing from this ability when a damage shield is active to prevent the combination of a strong, scaling, reliable heal on top of a large temporary health buffer that can cause issues.- Daedric Mines:
- Reduced the cost of this ability and its morphs to 5000 Magicka down from 5400 Magicka.
Developer Comment:We removed the ability for this skill to provide a massive burst potential to act more like a short but powerful Damage over Time + area denial ability, but leaving this ability as expensive as it was had it see much less play than we originally intended.- Negate Magic:
- Silence from this ability now applies to both stamina and magicka non-core combat abilities instead of magicka non-core combat abilities only. Note: this will not affect block, dodge roll, sprint or other core combat abilities.
Developer Comment:While this is a unique aspect to sorcerer, the fact that stamina focused builds could simply ignore what is supposed to be an ultimate was limited its use cases. We hope that this change will now force all enemies regardless of what attacks they use to respect the globe of silence that this ability brings to the battle field.- Blood Magic:
- Increased the cooldown on the proc heal from this passive to 1 second, up from 0.5 seconds and reduced the heal amount by 25%. This passive now also procs on dealing damage with a Dark Magic ability
Developer Comment:To account for the multiple new ways to proc this ability via revitalized skills and on any damage instance, we have increased the cooldown and reduced the heal amount. We will keep a close eye on this passive and make further adjustments if required.- Persistence:
- This passive now procs upon avoiding an attack or blocking an attack with a damage shield as well as when blocking an attack. Reduced the cost reduction to 5%/10% down from 7%/15% to account for the additional ways to proc this passive.
Developer Comment:Sorcerer typically prefers to avoid attacks or absorb them with damage shields instead of just simply face tanking attacks with blocking and to better reflect this playstyle we have adjusted the proc conditions for this passive.
- Storm Calling
- Lightning Form:
- This ability and morphs have had their base radius increased to 7m.
- Boundless Storm (Morph): This ability now also provides snare removal/immunity and minor expedition for 2 seconds upon cast. Major expedition duration is increased to 6 seconds up from 4 seconds.
- Hurricane (Morph): This ability now lasts 25 seconds and pushes nearby enemies away from the caster by 3m on activation (this push can only occur once every 7 seconds per enemy).
Developer Comment:We forgot to increase the radius of this ability and morphs when we updated all melee attack ranges to 7m meaning that this ability failed to hit melee enemies attacking the sorcerer. Boundless storm was in a bad spot, that even magicka based sorcerers were slotting Hurricane or Chudan over it. We hope that these changes will reinforce the idea of the boundless storm not being bound to 1 spot while hurricane will move slower but buffet nearby enemies harder and knock them back due to the force of the prevailing winds.- Lightning Splash:
- Removed the synergy from this ability. Increased the damage of this abilities damage over time to 415, up from 280.
- Liquid Lightning Shard(Morph): Also deals 898 damage in the area on cast.
- Lightning Flood (Morph): Enemies within the area also take an additional 6% shock damage
Developer Comment:We have removed the synergy from this ability to allow for some power to be given back to the ability itself. Since we have given flame damage multiple unique ways to boost its damage, we felt it fitting that being flooded by lightning should have the enemy feel the effects of shock damage taken even more while giving the other morph the ability to deal a bigger burst up front for those shorter fights.- Surge:
- This ability now also grants Major Prophecy/Savagery for its duration.
- Critical Surge (Morph): Reduced the base heal amount of this ability by 66% down to 1100 from 3300.
- Power Surge (Morph): Reduced the base heal amount of this morph by 66% down to 850 from 2550. This ability now also grants minor courage whenever you critically heal an ally. This heal can now proc once every 1 second.
Developer Comment:We have reduced the heal amount of this ability significantly since it now grants increased crit chance via granting major prophecy/savagery and the changes to the dark magic line which makes the exploiter passive much easier to proc resulting in a much greater chance to proc its heal and also to account for the additional ways to proc its heal via changes to the class abilities which have given sorcerer more ways to more consistently deal damage or heal. This should result in smaller but more consistent healing coming in as sorc applies its damage.- Bolt Escape:
- This ability no longer stuns enemies near your final location, instead it snares them by 60% for 2 seconds.
- Streak (Morph): This ability no longer instantly stuns, instead this ability will snare enemies along its path by 60% for 2 seconds. If an enemy that is currently snared by this ability is hit by this ability again, they are stunned for 2 seconds.
- Ball of Lightning (Morph): This ability now blocks all projectiles and gap closers cast on you for 2 seconds and grants major evasion for 4 seconds after teleporting.
Developer Comment:With the changes to the rest of the class kit, we cannot leave streak as strong as it currently is. We have replaced the stun of streak with a snare, but to bring some skill and decision making into using the ability, we have made it so that an enemy hit by it twice by this skill will still be stunned. This will result in streak still being a very strong escape/initiation tool but will require weighing up the costs of using the ability twice (with the associated ramping cost) to get the stun.
We also want to differentiate the other morph, Ball of Lightning from mist form as the changes to mist form ended up rending Ball of Lightning obsolete so that it creates a real choice in which morph to take. We hope that by also blocking gap closers and granting 1 of the buffs of elusive mist (evasion), Ball of lightning will now be the ability of choice for those sorcerers who wish to evade their enemies and give a real reason to choose Ball of Lightning over mist form or streak.- Overload:
- Toggling this ability and its morphs on while you have over 175 ultimate will shoot a lightning bolt out at enemies in front of you in a 6x8 area dealing 2090 Shock damage and draining half of your current Ultimate. After this initial burst the ability will remain the same as current where it alters your Light and Heavy attacks. This initial burst when toggling this ability and morphs on can only occur once every 15 seconds.
- Power Overload (Morph): Also Increases the size and damage of the burst when toggled on. The burst now deals 2375 shock damage in an 8x10 area when toggled on with 175 or more ultimate.
- Energy Overload (Morph): Hitting an enemy with the burst when toggled on restores 1500 Magicka and Stamina.
Developer Comment:We realise that Overload has been through some rough changes in the past and while we wanted to keep its unique aspect of modifying light and heavy attacks we also wanted to give sorcerer some up front burst potential when toggling this ability on, so we have given it a single tick of a heavy attack in front of the caster when toggled on. We are also increasing the size of the heavy attack area slightly to better account for the recent melee range increases we have done.- Capacitor:
- New Passive: This passive now grants an additional 219 (1%) critical chance and +1% critical damage for 5 seconds upon casting/toggling a Storm Calling ability. This can stack up to 6 times.
Developer Comment:With the magicka recovery being moved to the daedric protection passive, we took into consideration the countless feedback of sorcerer being a critical based class with its heal over time from crit surge so we are leaning into that with this new passive to better synergize the class kit. Hopefully this charges up those sorcerers out there to unleash their full potential.- Expert Mage:
- This passive now also increases your critical chance by 219 (1%) for each sorcerer ability slotted.
Developer Comment:Class abilities and passive should be at minimum on par and preferably slightly ahead of the globally available abilities and passives and this passive being objectively weaker than the globally available fighters guild passive Slayer, we have decided to give this passive a slight buff that fits with the class kit by giving it a slight increase in critical chance instead of just a flat damage increase.
Turtle_Bot wrote: »FantasticFreddie wrote: »Turtle_Bot wrote: »Woodenplank wrote: »Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 10 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 10 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 15 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:While we don't wish to see the meta devolve back to olden days of magicka builds pre-buff stacking a bazillion shields and you would never see their actual health bar, the game has devolvedevolved a lot since then, and we feel confident in giving a bit more lee way.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 4%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.
My guess is you haven't played much sorc? These changes, while nice, are barely scratching the surface of the issues with the class, especially for PvP and No-Pet PvE builds. I'll try to add my own here. I've also bolded the changes I made to your suggestions/comments.
Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 8 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 8 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 12 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:We understand that thanks to the years of power creep, blocking and dodge roll cancelling a burst heal has become far superior to shields. While we don't want to see a return to the old shields that lasted forever, we are going to slightly increase their duration.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 5%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource and the damage this ability deals depends on the cost, shock damage for magicka cost, physical damage for stamina cost.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.- Daedric Curse:
- Haunting Curse (Morph): Reduced the time between the bursts. The first hit will proc at 3 seconds and the second hit will proc 7 seconds later at a final delay of 10 seconds after the initial cast of the ability. We have also added minor breech to this morph.
- Daedric Prey (Morph): Half of this abilities burst damage will now instead be dealt to the target as damage over time while the debuff is active on the target. The bonus damage provided to pets has also been reduced to 20% down from 45% to better spread the classes power budget back away from pets and into the rest of the class.
Developer Comment:We have seen that the pet build has become the only way to play Sorcerer and that many players are missing their old preferred playstyle that had a real choice between using the pets or not using them. We hope that by spreading the power of the class out from the pets and into other abilities there will hopefully be less flapping annoyances around Tamriel. We also wanted to better align the Haunting Curse morph with other delayed burst ability duration standards as the 12 second delay was far too long considering the single target nature of this ability and the counter play of blocking and cleansing is available. We have also finally understood just how harsh the removal of overloads third bar was for the sorcerer class so we are finally adding some additional common and easy to obtain bonuses to commonly slotted abilities to make up for essentially removing 1/3 of sorcerers available bar space all those years ago.- Summon Winged Twilight:
- The secondary active of this skill no longer heals allies or itself. Instead it causes the twilights basic attacks to deal an additional 10% damage to enemies for 20 seconds.
- Twilight Tormentor (Morph): Adjusted the scaling of the tormentors secondary ability, when cast the tormentor will deal up to 100% bonus damage depending on the health of the enemy being attacked (starting at 1% bonus damage when the enemy is at 75% health up to 100% bonus damage when the enemy is at 1% health).
- Twilight Matriarch (Morph): Removed the burst heal from this ability. Instead when the secondary ability is cast, the matriarch will summon 2 smaller winged twilights for 30 seconds. The winged twilights summoned by this secondary active deal half the damage of the matriarch.
Developer Comment:We realise that we have limited all of sorcerers healing into the pets and were doubling up on this, so we have removed the heal from the matriarch and instead it now calls 2 additional twilights to its side. We also realized that the pet builds were typically lacking much execute scaling due to the limited bar space, so we have inverted the tormentors secondary ability to now act more like an execute.- Summon Unstable Familiar:
- Summon Unstable Clannfear (Morph): The heal from the clannfears secondary ability now scales from the higher of your max health or max magicka, healing you or an ally in front of you.
- Summon Volitile Familiar (Morph): The secondary ability from this morph now also heals you and the familiar for the amount of damage it deals.
Developer Comment:To compensate for the removal of the matriarchs heal and better streamline the pets of the class, we have given the clannfear the ability to scale off max health or max magicka. This way the clannfear can be used by a pet sorc that is any role as a group heal or self heal instead of being limited only to being a selfish heal since the matriarch no longer acts as a group heal. To reinforce this skill as the pets heal, the familiar now also heals you for the damage done by its secondary ability so players who choose the familiar over the clannfear won't be forced to miss out on a heal.- Daedric Protection:
- This passive now increases health magicka and stamina recovery by 7%/15% instead of stamina and health recovery only by 10%/20%. Also reduces the cost of Conjured Ward and morphs by 15%.
Developer Comment:This passive was not hybridized, so we have aimed to fix this issue by removing capacitors magicka recovery and adding it here instead while slightly toning down the values slightly. We are also improving sorcerers ability to utilize damage shields for those who wish to continue this original playstyle.- Expert Summoner:
- Reduced the max Health this passive grants down to 3%/5% from 4%/8%.
Developer Comment:We want to reinforce the idea that damage dealers do not have excessively large health pools and since Bound Aegis now provides 4% bonus max health, we have reduced this passive to account for that change such that tanks and bruisers will still have a similar amount of max health, but other playstyles that focus more on offense won't have as much bonus health while not missing out entirely.
- Dark Magic
- Crystal Shards:
- Crystal Fragments (Morph): While slotted, casting a Health, Stamina or Magicka ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% increased damage and cost 50% less magicka, it will also shatter upon impact dealing 50% of its impact damage to nearby enemies (6m Radius).
- Crystal Weapon (Morph): This ability no longer keeps its bonus damage for 2 light or heavy attacks, instead this ability now deals its bonus damage to enemies in a small radius around the target of the initial light attack (6m).
Developer Comment:We have noticed that the content in ESO is being designed around clearing a large number of important adds while also keeping the majority of your damage focused on the main bosses. Sorcerer has been severely lacking any real form of strong area of effect damage to keep up with the current top classes, so we are hoping that this change should(TM) help the class to better keep up in actual content instead of only when in the favorable scenario of trial dummy parsing.- Encase:
- This ability now lasts over an area for 4 seconds, immobilizing any enemies that enter the area. Enemies can only be immobilized once per cast.
- Shattering Shocking Prison (Morph): This ability now deals 330 Shock damage each second to all enemies in its area and immobilize all enemies hit or that enter this area for 4 seconds. It will also deal an additional 1799 Shock damage when the effect ends.
- Restraining Embracing Prison (Morph): This ability now heals allies within its area for 250 health each second. An enemy within this area that attacks an ally that is also in this area will be immobilized for 4 seconds. If an enemy is immobilized by this ability, grants Major Vitality to you for 4 seconds.
Developer Comment:This ability was never seeing use, the hope is that by adding some damage or healing over time while keeping the original ideas behind this ability that it will hopefully find its way onto some bars.- Rune Prison:
- Rune Cage (Morph): This ability is now a single target DoT ability that deals 4631 Magic damage over 20 seconds. This ability will also attempt to stun the target for 3 seconds on the third tick (ticks once every 2 seconds). This stun can be blocked.
- Defensive Rune (Morph): This abilities duration has been reduced to 10 seconds. This ability now applies a small heal over time on the caster while it is active, healing for 1740 health over the duration. While active, if you are attacked, you will consume the buff, healing you for half of the remaining heal amount and surround the attacker with a runic prison that will attempt to stun them for 3 seconds after a short 1.5 second delay. This stun cannot be blocked.
Developer Comment:We understand that giving this ability and instant stun alongside a burst of damage created some unfair circumstances where it all but guaranteed for the sorcerers burst combo to always find its target. We hope that by spreading the damage out to be over time will reduce the peak potential of burst damage while also helping sorcerer to apply pressure that has consequences for ignoring it. We are also aiming to help facilitate sorcerers defensive capabilities by giving the class a proper heal over time to reinforce the defensive aspect of the defensive rune morph.- Dark Exchange:
- Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 3600 up to 4800 magicka over the 20 second duration. The heal from this ability and morphs now also scales from weapon/spell damage, but the base heal value has been reduced to 3200 down from 8000 to keep it in line with other burst heals that scale. This ability and morphs also grants minor berserk for the duration. The heal from this ability and morphs is halved if you have an active damage shield on you.
- Dark Deal (Morph): Converted to a magicka ability that restores stamina over the duration instead. Cast Time has been removed. This ability no longer provides 3600 stamina instantly, instead it now restores 4800 up to 6000 stamina over the 20 second duration. This ability also grants minor force for the duration.
- Dark Conversion (Morph): Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 4800 up to 6000 magicka over the 20 second duration. Increased the base heal of this morph from 3200 to 3600.
Developer Comment:We understand that sorcerer has been forced into running pets or this ability as it's main heal and so to give those sorcerers who wish to remain free from their pets an option to heal themselves, we have adjusted this ability to now act as a more standard heal and removed the cast time to allow for sorcerer to feel more in control of their actions and respond more actively to ever present threats. To prevent the situation where a sorcerer can have unlimited burst sustain while holding block, we have removed the instant resource restore and shifted it to be entirely resource restore over time instead. We have also reduced the healing from this ability when a damage shield is active to prevent the combination of a strong, scaling, reliable heal on top of a large temporary health buffer that can cause issues.- Daedric Mines:
- Reduced the cost of this ability and its morphs to 5000 Magicka down from 5400 Magicka.
Developer Comment:We removed the ability for this skill to provide a massive burst potential to act more like a short but powerful Damage over Time + area denial ability, but leaving this ability as expensive as it was had it see much less play than we originally intended.- Negate Magic:
- Silence from this ability now applies to both stamina and magicka non-core combat abilities instead of magicka non-core combat abilities only. Note: this will not affect block, dodge roll, sprint or other core combat abilities.
Developer Comment:While this is a unique aspect to sorcerer, the fact that stamina focused builds could simply ignore what is supposed to be an ultimate was limited its use cases. We hope that this change will now force all enemies regardless of what attacks they use to respect the globe of silence that this ability brings to the battle field.- Blood Magic:
- Increased the cooldown on the proc heal from this passive to 1 second, up from 0.5 seconds and reduced the heal amount by 25%. This passive now also procs on dealing damage with a Dark Magic ability
Developer Comment:To account for the multiple new ways to proc this ability via revitalized skills and on any damage instance, we have increased the cooldown and reduced the heal amount. We will keep a close eye on this passive and make further adjustments if required.- Persistence:
- This passive now procs upon avoiding an attack or blocking an attack with a damage shield as well as when blocking an attack. Reduced the cost reduction to 5%/10% down from 7%/15% to account for the additional ways to proc this passive.
Developer Comment:Sorcerer typically prefers to avoid attacks or absorb them with damage shields instead of just simply face tanking attacks with blocking and to better reflect this playstyle we have adjusted the proc conditions for this passive.
- Storm Calling
- Lightning Form:
- This ability and morphs have had their base radius increased to 7m.
- Boundless Storm (Morph): This ability now also provides snare removal/immunity and minor expedition for 2 seconds upon cast. Major expedition duration is increased to 6 seconds up from 4 seconds.
- Hurricane (Morph): This ability now lasts 25 seconds and pushes nearby enemies away from the caster by 3m on activation (this push can only occur once every 7 seconds per enemy).
Developer Comment:We forgot to increase the radius of this ability and morphs when we updated all melee attack ranges to 7m meaning that this ability failed to hit melee enemies attacking the sorcerer. Boundless storm was in a bad spot, that even magicka based sorcerers were slotting Hurricane or Chudan over it. We hope that these changes will reinforce the idea of the boundless storm not being bound to 1 spot while hurricane will move slower but buffet nearby enemies harder and knock them back due to the force of the prevailing winds.- Lightning Splash:
- Removed the synergy from this ability. Increased the damage of this abilities damage over time to 415, up from 280.
- Liquid Lightning Shard(Morph): Also deals 898 damage in the area on cast.
- Lightning Flood (Morph): Enemies within the area also take an additional 6% shock damage
Developer Comment:We have removed the synergy from this ability to allow for some power to be given back to the ability itself. Since we have given flame damage multiple unique ways to boost its damage, we felt it fitting that being flooded by lightning should have the enemy feel the effects of shock damage taken even more while giving the other morph the ability to deal a bigger burst up front for those shorter fights.- Surge:
- This ability now also grants Major Prophecy/Savagery for its duration.
- Critical Surge (Morph): Reduced the base heal amount of this ability by 66% down to 1100 from 3300.
- Power Surge (Morph): Reduced the base heal amount of this morph by 66% down to 850 from 2550. This ability now also grants minor courage whenever you critically heal an ally. This heal can now proc once every 1 second.
Developer Comment:We have reduced the heal amount of this ability significantly since it now grants increased crit chance via granting major prophecy/savagery and the changes to the dark magic line which makes the exploiter passive much easier to proc resulting in a much greater chance to proc its heal and also to account for the additional ways to proc its heal via changes to the class abilities which have given sorcerer more ways to more consistently deal damage or heal. This should result in smaller but more consistent healing coming in as sorc applies its damage.- Bolt Escape:
- This ability no longer stuns enemies near your final location, instead it snares them by 60% for 2 seconds.
- Streak (Morph): This ability no longer instantly stuns, instead this ability will snare enemies along its path by 60% for 2 seconds. If an enemy that is currently snared by this ability is hit by this ability again, they are stunned for 2 seconds.
- Ball of Lightning (Morph): This ability now blocks all projectiles and gap closers cast on you for 2 seconds and grants major evasion for 4 seconds after teleporting.
Developer Comment:With the changes to the rest of the class kit, we cannot leave streak as strong as it currently is. We have replaced the stun of streak with a snare, but to bring some skill and decision making into using the ability, we have made it so that an enemy hit by it twice by this skill will still be stunned. This will result in streak still being a very strong escape/initiation tool but will require weighing up the costs of using the ability twice (with the associated ramping cost) to get the stun.
We also want to differentiate the other morph, Ball of Lightning from mist form as the changes to mist form ended up rending Ball of Lightning obsolete so that it creates a real choice in which morph to take. We hope that by also blocking gap closers and granting 1 of the buffs of elusive mist (evasion), Ball of lightning will now be the ability of choice for those sorcerers who wish to evade their enemies and give a real reason to choose Ball of Lightning over mist form or streak.- Overload:
- Toggling this ability and its morphs on while you have over 175 ultimate will shoot a lightning bolt out at enemies in front of you in a 6x8 area dealing 2090 Shock damage and draining half of your current Ultimate. After this initial burst the ability will remain the same as current where it alters your Light and Heavy attacks. This initial burst when toggling this ability and morphs on can only occur once every 15 seconds.
- Power Overload (Morph): Also Increases the size and damage of the burst when toggled on. The burst now deals 2375 shock damage in an 8x10 area when toggled on with 175 or more ultimate.
- Energy Overload (Morph): Hitting an enemy with the burst when toggled on restores 1500 Magicka and Stamina.
Developer Comment:We realise that Overload has been through some rough changes in the past and while we wanted to keep its unique aspect of modifying light and heavy attacks we also wanted to give sorcerer some up front burst potential when toggling this ability on, so we have given it a single tick of a heavy attack in front of the caster when toggled on. We are also increasing the size of the heavy attack area slightly to better account for the recent melee range increases we have done.- Capacitor:
- New Passive: This passive now grants an additional 219 (1%) critical chance and +1% critical damage for 5 seconds upon casting/toggling a Storm Calling ability. This can stack up to 6 times.
Developer Comment:With the magicka recovery being moved to the daedric protection passive, we took into consideration the countless feedback of sorcerer being a critical based class with its heal over time from crit surge so we are leaning into that with this new passive to better synergize the class kit. Hopefully this charges up those sorcerers out there to unleash their full potential.- Expert Mage:
- This passive now also increases your critical chance by 219 (1%) for each sorcerer ability slotted.
Developer Comment:Class abilities and passive should be at minimum on par and preferably slightly ahead of the globally available abilities and passives and this passive being objectively weaker than the globally available fighters guild passive Slayer, we have decided to give this passive a slight buff that fits with the class kit by giving it a slight increase in critical chance instead of just a flat damage increase.
Remove matriarch heal?????
Jail for Turtle_Bot, jail for one thousand years!
Matriarch heal is now on the clannfear, so pet builds still have the heal.
Turtle_Bot wrote: »My guess is you haven't played much sorc? These changes, while nice, are barely scratching the surface of the issues with the class, especially for PvP and No-Pet PvE builds. I'll try to add my own here. I've also bolded the changes I made to your suggestions/comments.
Woodenplank wrote: »"Purge: This ability and its morphs now incur Purge Fatigue for 6 seconds when cast, increasing the cost of casting the ability again by 33%, stacking indefinitely."
Tell me you've never healed vHoF without telling me you've never healed vHoF.
Sorry, but from a PvE perspective, this is a Really Bad Idea (TM) and has no reason to exist at all.
Yeah, that's fair. And it's the struggle of balancing that means I don't envy the devs at all. Aside from making completely different ability interactions for PVP and PVE, it's almost impossible.
But the devs' current methods of "throw another proc set in the mix, that'll keep people from using -x-" typically introduces as many problems as it solves.
To be fair, some of these are PVE relevant!
But yes, I mostly wrote from the perspective of PVP balancing, as that's often where balance issues are felt most acutely/generate the most anger in my experience.
Either way; glad to see all the response.
Woodenplank wrote: »Turtle_Bot wrote: »My guess is you haven't played much sorc? These changes, while nice, are barely scratching the surface of the issues with the class, especially for PvP and No-Pet PvE builds. I'll try to add my own here. I've also bolded the changes I made to your suggestions/comments.
I have actually, I've been playing since beta, and the only Class I don't have experience on would be Warden (wasn't my thing).
I also thought of A. Making pets less mandatory and B. splitting Twilight and Familiar/Clannfear into defensive and offensive options, although my ideas were reverse of yours. Flappy spellcasting Daedra being focused on healing/shielding was my idea - always made more sense to me than the pocket triceratops having a heal.
Any way... I like some of your changes, but I'll defend myself with this: I was actually reaching post length limits, and there are already people in comments saying they couldn't possibly read that whole wall of text.
I'd say everything I suggested is only scratcing the surface.
- Over 400 item sets in the game (not including Mythics) - how many of those can you name? And of those, which would you ever consider using? I've touched on ~10 or so off-brand sets that might make the playable. Drop in the ocean.
- Necromancer is still a wreck, lacking a strong class identity and aesthetic (imo). Personally I'd love to see them lean more into the "mass of dispoable minions" which should be the mark of Necromancy, contrary to the Sorc's more permanent conjuration.
I only touched on the most immediate issue of lacking a decent spammable and dependable class CC.- Vamps and Werewolves could use a lot of love
- Mundus Stones feel rather outdated. The Warrior and The Apprentice feel particularly dumb, now that the difference between Weapon and Spell Damage is so arbitrary.
- and more and more and more...
But hey; had to try 'n keep it short too
[...] primarily PvE heals DLC dungeons and trials, and, as someone whose PvP style tends to be a solo, non-grouped, non-coordinated, let-me-jump-in-and-help-this-current-random-fight PvP, I seriously dislike all of the "diminishing returns" ideas on all the heals and the proposed change to the matriach. I'm not a ball-group PvP healer, I'm a solo one where often I'm the only healer there... solutions to these issues need to ensure that kind of play style is not decimated. Not everyone stacks and stacks and stacks... only organized groups.
Somewhere, a while back, there was a nice write-up on the forums from someone on how nerfing healing isn't the solution but having stronger heal debuffs and more ways to apply them was. I am in that camp... especially because healing debuffs could easily be a morph/effect that only applies to real players and not NPCs so that PvE content wouldn't need to be rebalanced.
I like a lot of these. Some like the purge thing I don’t agree with, perhaps make it so this only works in pvp zones and no increased cost in pve
Zos needs to hire some of you guys as temp workers to alleviate the burden on their skeleton crew.
Turtle_Bot wrote: »Woodenplank wrote: »Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 10 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 10 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 15 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:While we don't wish to see the meta devolve back to olden days of magicka builds pre-buff stacking a bazillion shields and you would never see their actual health bar, the game has devolvedevolved a lot since then, and we feel confident in giving a bit more lee way.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 4%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.
My guess is you haven't played much sorc? These changes, while nice, are barely scratching the surface of the issues with the class, especially for PvP and No-Pet PvE builds. I'll try to add my own here. I've also bolded the changes I made to your suggestions/comments.
Sorcerer
- Daedric Summoning
- Conjured Ward:
- Increased the duration of this ability to 8 seconds.
- Hardened Ward (Morph): Increased the duration of this ability to 8 seconds.
- Regenerative Ward (Morph): Increased the duration of this ability to 12 seconds. This morph now also grants Minor Fortitude, in addition to Minor Endurance and Intellect.
Developer Comment:We understand that thanks to the years of power creep, blocking and dodge roll cancelling a burst heal has become far superior to shields. While we don't want to see a return to the old shields that lasted forever, we are going to slightly increase their duration.- Bound Armor:
- Bound Aegis (Morph): Now passively increased Health, Magicka, and Stamina by 5%, rather than just Magicka by 8%.
- Bound Armaments (Morph): Now increases your maximum offensive resource (Magicka or Stamina) by 8%, rather than Stamina specifically. The cost of activating the ability is also now based on max resource and the damage this ability deals depends on the cost, shock damage for magicka cost, physical damage for stamina cost.
Developer Comment:Since we seem determined to stick with this whole hybridization thing, it seemed prudent to update this ability. No longer will magicka-oriented Sorcerers be forced to pick up an arbitrary Stamina bonus or forego a strong damage ability.
On the other hand, Sorcerers opting for a bruiser or tank oriented playstyle may prefer the defensive capabilities and "tristat" bonus of Bound Aegis.- Daedric Curse:
- Haunting Curse (Morph): Reduced the time between the bursts. The first hit will proc at 3 seconds and the second hit will proc 7 seconds later at a final delay of 10 seconds after the initial cast of the ability. We have also added minor breech to this morph.
- Daedric Prey (Morph): Half of this abilities burst damage will now instead be dealt to the target as damage over time while the debuff is active on the target. The bonus damage provided to pets has also been reduced to 20% down from 45% to better spread the classes power budget back away from pets and into the rest of the class.
Developer Comment:We have seen that the pet build has become the only way to play Sorcerer and that many players are missing their old preferred playstyle that had a real choice between using the pets or not using them. We hope that by spreading the power of the class out from the pets and into other abilities there will hopefully be less flapping annoyances around Tamriel. We also wanted to better align the Haunting Curse morph with other delayed burst ability duration standards as the 12 second delay was far too long considering the single target nature of this ability and the counter play of blocking and cleansing is available. We have also finally understood just how harsh the removal of overloads third bar was for the sorcerer class so we are finally adding some additional common and easy to obtain bonuses to commonly slotted abilities to make up for essentially removing 1/3 of sorcerers available bar space all those years ago.- Summon Winged Twilight:
- The secondary active of this skill no longer heals allies or itself. Instead it causes the twilights basic attacks to deal an additional 10% damage to enemies for 20 seconds.
- Twilight Tormentor (Morph): Adjusted the scaling of the tormentors secondary ability, when cast the tormentor will deal up to 100% bonus damage depending on the health of the enemy being attacked (starting at 1% bonus damage when the enemy is at 75% health up to 100% bonus damage when the enemy is at 1% health).
- Twilight Matriarch (Morph): Removed the burst heal from this ability. Instead when the secondary ability is cast, the matriarch will summon 2 smaller winged twilights for 30 seconds. The winged twilights summoned by this secondary active deal half the damage of the matriarch.
Developer Comment:We realise that we have limited all of sorcerers healing into the pets and were doubling up on this, so we have removed the heal from the matriarch and instead it now calls 2 additional twilights to its side. We also realized that the pet builds were typically lacking much execute scaling due to the limited bar space, so we have inverted the tormentors secondary ability to now act more like an execute.- Summon Unstable Familiar:
- Summon Unstable Clannfear (Morph): The heal from the clannfears secondary ability now scales from the higher of your max health or max magicka, healing you or an ally in front of you.
- Summon Volitile Familiar (Morph): The secondary ability from this morph now also heals you and the familiar for the amount of damage it deals.
Developer Comment:To compensate for the removal of the matriarchs heal and better streamline the pets of the class, we have given the clannfear the ability to scale off max health or max magicka. This way the clannfear can be used by a pet sorc that is any role as a group heal or self heal instead of being limited only to being a selfish heal since the matriarch no longer acts as a group heal. To reinforce this skill as the pets heal, the familiar now also heals you for the damage done by its secondary ability so players who choose the familiar over the clannfear won't be forced to miss out on a heal.- Daedric Protection:
- This passive now increases health magicka and stamina recovery by 7%/15% instead of stamina and health recovery only by 10%/20%. Also reduces the cost of Conjured Ward and morphs by 15%.
Developer Comment:This passive was not hybridized, so we have aimed to fix this issue by removing capacitors magicka recovery and adding it here instead while slightly toning down the values slightly. We are also improving sorcerers ability to utilize damage shields for those who wish to continue this original playstyle.- Expert Summoner:
- Reduced the max Health this passive grants down to 3%/5% from 4%/8%.
Developer Comment:We want to reinforce the idea that damage dealers do not have excessively large health pools and since Bound Aegis now provides 4% bonus max health, we have reduced this passive to account for that change such that tanks and bruisers will still have a similar amount of max health, but other playstyles that focus more on offense won't have as much bonus health while not missing out entirely.
- Dark Magic
- Crystal Shards:
- Crystal Fragments (Morph): While slotted, casting a Health, Stamina or Magicka ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% increased damage and cost 50% less magicka, it will also shatter upon impact dealing 50% of its impact damage to nearby enemies (6m Radius).
- Crystal Weapon (Morph): This ability no longer keeps its bonus damage for 2 light or heavy attacks, instead this ability now deals its bonus damage to enemies in a small radius around the target of the initial light attack (6m).
Developer Comment:We have noticed that the content in ESO is being designed around clearing a large number of important adds while also keeping the majority of your damage focused on the main bosses. Sorcerer has been severely lacking any real form of strong area of effect damage to keep up with the current top classes, so we are hoping that this change should(TM) help the class to better keep up in actual content instead of only when in the favorable scenario of trial dummy parsing.- Encase:
- This ability now lasts over an area for 4 seconds, immobilizing any enemies that enter the area. Enemies can only be immobilized once per cast.
- Shattering Shocking Prison (Morph): This ability now deals 330 Shock damage each second to all enemies in its area and immobilize all enemies hit or that enter this area for 4 seconds. It will also deal an additional 1799 Shock damage when the effect ends.
- Restraining Embracing Prison (Morph): This ability now heals allies within its area for 250 health each second. An enemy within this area that attacks an ally that is also in this area will be immobilized for 4 seconds. If an enemy is immobilized by this ability, grants Major Vitality to you for 4 seconds.
Developer Comment:This ability was never seeing use, the hope is that by adding some damage or healing over time while keeping the original ideas behind this ability that it will hopefully find its way onto some bars.- Rune Prison:
- Rune Cage (Morph): This ability is now a single target DoT ability that deals 4631 Magic damage over 20 seconds. This ability will also attempt to stun the target for 3 seconds on the third tick (ticks once every 2 seconds). This stun can be blocked.
- Defensive Rune (Morph): This abilities duration has been reduced to 10 seconds. This ability now applies a small heal over time on the caster while it is active, healing for 1740 health over the duration. While active, if you are attacked, you will consume the buff, healing you for half of the remaining heal amount and surround the attacker with a runic prison that will attempt to stun them for 3 seconds after a short 1.5 second delay. This stun cannot be blocked.
Developer Comment:We understand that giving this ability and instant stun alongside a burst of damage created some unfair circumstances where it all but guaranteed for the sorcerers burst combo to always find its target. We hope that by spreading the damage out to be over time will reduce the peak potential of burst damage while also helping sorcerer to apply pressure that has consequences for ignoring it. We are also aiming to help facilitate sorcerers defensive capabilities by giving the class a proper heal over time to reinforce the defensive aspect of the defensive rune morph.- Dark Exchange:
- Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 3600 up to 4800 magicka over the 20 second duration. The heal from this ability and morphs now also scales from weapon/spell damage, but the base heal value has been reduced to 3200 down from 8000 to keep it in line with other burst heals that scale. This ability and morphs also grants minor berserk for the duration. The heal from this ability and morphs is halved if you have an active damage shield on you.
- Dark Deal (Morph): Converted to a magicka ability that restores stamina over the duration instead. Cast Time has been removed. This ability no longer provides 3600 stamina instantly, instead it now restores 4800 up to 6000 stamina over the 20 second duration. This ability also grants minor force for the duration.
- Dark Conversion (Morph): Cast Time has been removed. This ability no longer provides 3600 magicka instantly, instead it now restores 4800 up to 6000 magicka over the 20 second duration. Increased the base heal of this morph from 3200 to 3600.
Developer Comment:We understand that sorcerer has been forced into running pets or this ability as it's main heal and so to give those sorcerers who wish to remain free from their pets an option to heal themselves, we have adjusted this ability to now act as a more standard heal and removed the cast time to allow for sorcerer to feel more in control of their actions and respond more actively to ever present threats. To prevent the situation where a sorcerer can have unlimited burst sustain while holding block, we have removed the instant resource restore and shifted it to be entirely resource restore over time instead. We have also reduced the healing from this ability when a damage shield is active to prevent the combination of a strong, scaling, reliable heal on top of a large temporary health buffer that can cause issues.- Daedric Mines:
- Reduced the cost of this ability and its morphs to 5000 Magicka down from 5400 Magicka.
Developer Comment:We removed the ability for this skill to provide a massive burst potential to act more like a short but powerful Damage over Time + area denial ability, but leaving this ability as expensive as it was had it see much less play than we originally intended.- Negate Magic:
- Silence from this ability now applies to both stamina and magicka non-core combat abilities instead of magicka non-core combat abilities only. Note: this will not affect block, dodge roll, sprint or other core combat abilities.
Developer Comment:While this is a unique aspect to sorcerer, the fact that stamina focused builds could simply ignore what is supposed to be an ultimate was limited its use cases. We hope that this change will now force all enemies regardless of what attacks they use to respect the globe of silence that this ability brings to the battle field.- Blood Magic:
- Increased the cooldown on the proc heal from this passive to 1 second, up from 0.5 seconds and reduced the heal amount by 25%. This passive now also procs on dealing damage with a Dark Magic ability
Developer Comment:To account for the multiple new ways to proc this ability via revitalized skills and on any damage instance, we have increased the cooldown and reduced the heal amount. We will keep a close eye on this passive and make further adjustments if required.- Persistence:
- This passive now procs upon avoiding an attack or blocking an attack with a damage shield as well as when blocking an attack. Reduced the cost reduction to 5%/10% down from 7%/15% to account for the additional ways to proc this passive.
Developer Comment:Sorcerer typically prefers to avoid attacks or absorb them with damage shields instead of just simply face tanking attacks with blocking and to better reflect this playstyle we have adjusted the proc conditions for this passive.
- Storm Calling
- Lightning Form:
- This ability and morphs have had their base radius increased to 7m.
- Boundless Storm (Morph): This ability now also provides snare removal/immunity and minor expedition for 2 seconds upon cast. Major expedition duration is increased to 6 seconds up from 4 seconds.
- Hurricane (Morph): This ability now lasts 25 seconds and pushes nearby enemies away from the caster by 3m on activation (this push can only occur once every 7 seconds per enemy).
Developer Comment:We forgot to increase the radius of this ability and morphs when we updated all melee attack ranges to 7m meaning that this ability failed to hit melee enemies attacking the sorcerer. Boundless storm was in a bad spot, that even magicka based sorcerers were slotting Hurricane or Chudan over it. We hope that these changes will reinforce the idea of the boundless storm not being bound to 1 spot while hurricane will move slower but buffet nearby enemies harder and knock them back due to the force of the prevailing winds.- Lightning Splash:
- Removed the synergy from this ability. Increased the damage of this abilities damage over time to 415, up from 280.
- Liquid Lightning Shard(Morph): Also deals 898 damage in the area on cast.
- Lightning Flood (Morph): Enemies within the area also take an additional 6% shock damage
Developer Comment:We have removed the synergy from this ability to allow for some power to be given back to the ability itself. Since we have given flame damage multiple unique ways to boost its damage, we felt it fitting that being flooded by lightning should have the enemy feel the effects of shock damage taken even more while giving the other morph the ability to deal a bigger burst up front for those shorter fights.- Surge:
- This ability now also grants Major Prophecy/Savagery for its duration.
- Critical Surge (Morph): Reduced the base heal amount of this ability by 66% down to 1100 from 3300.
- Power Surge (Morph): Reduced the base heal amount of this morph by 66% down to 850 from 2550. This ability now also grants minor courage whenever you critically heal an ally. This heal can now proc once every 1 second.
Developer Comment:We have reduced the heal amount of this ability significantly since it now grants increased crit chance via granting major prophecy/savagery and the changes to the dark magic line which makes the exploiter passive much easier to proc resulting in a much greater chance to proc its heal and also to account for the additional ways to proc its heal via changes to the class abilities which have given sorcerer more ways to more consistently deal damage or heal. This should result in smaller but more consistent healing coming in as sorc applies its damage.- Bolt Escape:
- This ability no longer stuns enemies near your final location, instead it snares them by 60% for 2 seconds.
- Streak (Morph): This ability no longer instantly stuns, instead this ability will snare enemies along its path by 60% for 2 seconds. If an enemy that is currently snared by this ability is hit by this ability again, they are stunned for 2 seconds.
- Ball of Lightning (Morph): This ability now blocks all projectiles and gap closers cast on you for 2 seconds and grants major evasion for 4 seconds after teleporting.
Developer Comment:With the changes to the rest of the class kit, we cannot leave streak as strong as it currently is. We have replaced the stun of streak with a snare, but to bring some skill and decision making into using the ability, we have made it so that an enemy hit by it twice by this skill will still be stunned. This will result in streak still being a very strong escape/initiation tool but will require weighing up the costs of using the ability twice (with the associated ramping cost) to get the stun.
We also want to differentiate the other morph, Ball of Lightning from mist form as the changes to mist form ended up rending Ball of Lightning obsolete so that it creates a real choice in which morph to take. We hope that by also blocking gap closers and granting 1 of the buffs of elusive mist (evasion), Ball of lightning will now be the ability of choice for those sorcerers who wish to evade their enemies and give a real reason to choose Ball of Lightning over mist form or streak.- Overload:
- Toggling this ability and its morphs on while you have over 175 ultimate will shoot a lightning bolt out at enemies in front of you in a 6x8 area dealing 2090 Shock damage and draining half of your current Ultimate. After this initial burst the ability will remain the same as current where it alters your Light and Heavy attacks. This initial burst when toggling this ability and morphs on can only occur once every 15 seconds.
- Power Overload (Morph): Also Increases the size and damage of the burst when toggled on. The burst now deals 2375 shock damage in an 8x10 area when toggled on with 175 or more ultimate.
- Energy Overload (Morph): Hitting an enemy with the burst when toggled on restores 1500 Magicka and Stamina.
Developer Comment:We realise that Overload has been through some rough changes in the past and while we wanted to keep its unique aspect of modifying light and heavy attacks we also wanted to give sorcerer some up front burst potential when toggling this ability on, so we have given it a single tick of a heavy attack in front of the caster when toggled on. We are also increasing the size of the heavy attack area slightly to better account for the recent melee range increases we have done.- Capacitor:
- New Passive: This passive now grants an additional 219 (1%) critical chance and +1% critical damage for 5 seconds upon casting/toggling a Storm Calling ability. This can stack up to 6 times.
Developer Comment:With the magicka recovery being moved to the daedric protection passive, we took into consideration the countless feedback of sorcerer being a critical based class with its heal over time from crit surge so we are leaning into that with this new passive to better synergize the class kit. Hopefully this charges up those sorcerers out there to unleash their full potential.- Expert Mage:
- This passive now also increases your critical chance by 219 (1%) for each sorcerer ability slotted.
Developer Comment:Class abilities and passive should be at minimum on par and preferably slightly ahead of the globally available abilities and passives and this passive being objectively weaker than the globally available fighters guild passive Slayer, we have decided to give this passive a slight buff that fits with the class kit by giving it a slight increase in critical chance instead of just a flat damage increase.
So you just want MagSorc to be completely overpowered.
Got it.
Woodenplank wrote: »############################ New Achivements & Titles ############################.
- Clean victory: Dominate the Alliance War battlefield and become Emperor of Tamriel without ever having sent or received an offensive chat message while in Cyrodiil.