PC/Mac Patch Notes v10.0.0 (But Player made)

Woodenplank
Woodenplank
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############################ Combat and Abilities ############################
We've made some changes to the EULA for this patch. Among other things, it is for instance no longer against the user agreement to have fun on the Necromancer class. This has allowed our dev. team to make some exciting new changes!
Read on to see what we've got brewing for update 10.0.0.

Dragonknight
  • Earthern Heart
    • Stonefist
      • Stone Giant (Morph): This ability no longer does a wierd pilates stomp when activating its 3-hit sequence, but strikes enemies immediately. Additionally, when striking an enemy with 3 stacks of Stagger, the debuffs duration is increased to 10 seconds.
        Developer Comment:
        This should™ help make it easier to maintain stacks in stressful trial scenarios, and will be particularly helpful to debuff slaves tanks that are no longer forced to drop block.
  • Magma Armor:
    • Corrosive Armor Corrosive Aura: Increased the periodic poison damage of this morph by ~11%, but no longer caps incoming damage like its defensive counterpart morph.

Necromancer
  • General
    • Corpses left by enemy Players and summoned creatures now last a minimum of 5 seconds after dying, where they were previously removed (almost) instantaneously.
      Developer Comment:
      This also includes combat pets summoned by sets such as Mad Tinkerer or Maw of the Inferno.
  • Grave Lord
    • Flame Skull Haunt:
      • Launch a subjugated spirit at an enemy, dealing 5903 Frost Damage. While slotted on either bar, casting another Necromancer ability grants you Gravecall, increasing the damage of your next Haunt by 40%.
      • Venom Skull Venomous Haunt (Morph): Converts into a Stamina ability and deals Poison Damage. Using Venomous Haunt while Gravecall is active now applies Minor Defile to the target for 4 seconds.
      • Ricochet Skull Hungry Hungry Haunt (Morph): While Gravecall is active the spirit will bounce onto 1 additional nearby enemy. If no other enemies are nearby, refund 30% of magicka cost.
    • Blast Bones: This ability and its morphs now function as intended.
    • Boneyard: NEW The Grave Robber synergy no longer restores hit points, but you may use your own synergy.
      • Unnerving Boneyard (morph): The Grave Robber synergy now applies Major Breach to enemies hit for 10 seconds.
      • Avid Boneyard (Morph): The Grave Robber synergy now heals for 100% of the damage caused.
        Developer Comment:
        Maybe now someone will actually use that other morph.
    • Skeletal Mage: This ability and its morphs now last up to 30 seconds (up from 20).
      • Skeletal Archer: Reduced the damage scaling per attack to account for the increased duration. The average DPS should™ be ~7% higher over the full duration.
  • Bone Tyrant
    • Grave Grasp:
      • This ability now always immobilizes enemies for [3/3.3/3.7/4] seconds. The skeletal hands linger in the area for up to 7 seconds, continuously slowing enemies in the area by 40%
      • Ghostly Embrace Grave Spikes: No longer conjures patches of skeletal hands, but raises a swarm of bony spikes in a conal area immediately in front of the Necromancer, dealing 4762 Physical Damage to enemies hit, immobilizing them for 5 seconds.
        If the immobilizing effect lasts its entire duration, the spikes retract violently, dealing an additional 7086 Frost Damage.
      • Empowering Grasp Desecration: Each patch now spawns a corpse when raised. Additionally, any of your necromantic minions that pass the area are Empowered, gaining 20% of the Higher of your Weapon or Spell Damage as bonus damage or healing for up to 5 seconds after leaving the desecrated area.
        Developer Comment:
        This ability was always a bit clunky to land, and relied on a counterintuitive technique, where the most immediate targets were affected the least. Now the ability will immobilize enemies consistently and leaves a slowing effect on the ground as area denial, similar to how Caltrops work now.
        We removed the stunning effect of this ability to compensate, and will be working that mechanic into another Necromancer skill.

        For the morphs we decided to split the ability in two directions: one focused on more immediate crowd control and working in damage, and another focused on the area denial and pressure of Necromantic minions.
        Comment on the Comment:
        For monsters that are permanently immune to immobilizing effects the Grave Spikes final damage burst will always happen after the 5 seconds expire.
    • Fear Totem:
      • This ability now begins to fear enemies immediately, rather than after 2 seconds. The interval between each subsequent pulse remains 2 seconds, however.
      • The Totem now applies Minor Vulnerability to enemies, rather than Minor Protection to allies.
      • Remote Totem Plague Totem: The totem can now lasts for 13 seconds and can be summoned up to 28 meters away, but adds a 2 second charging time before the first fear pulse. In addition, every pulse deals 2000 Disease Damage to nearby enemies.
      • Agony Totem Warding Totem: The totem now grants Minor Protection to allies within the area. If an enemy is struck by the totem pulse you drain their vigor, afflicting them with Major Maim for 2 seconds and granting you Major Protection for 2 seconds.
        Developer Comment:
        While the initial vision for the Necromancer Class called for Bone Tyrant to be a chiefly Tank-oriented skill-line, we think it's fair to let some of the skills branch out more.
    • Living Death
      • Reanimate:
        • Animate Blastbones (Morph): This ability is now correctly listed as a Corpse consuming ability, allowing you to see active corpses on the ground without having slotted another corpse consuming ability.
      • Corpse Consumption Undertaker's Feast: In addition to its old effect, using an ability that consumes or generates a corpse grants Major Sorcery and Major Brutality for 9/12 seconds.

    Nightblade
    • Assassination
      • Piercing Mark: Reduced Magicka cost of this ability and its morphs by ~30%
        Developer Comment:
        The popularity of this ability has faded somewhat since the introduction of alternatives like Elemental Susceptibility, so we're giving it a slight buff to make it easier on sustain.
        With that being said, Nightblades are (PVP-wise) in a strong position right now, so we're leaving the ability mostly unchanged to avoid power spiking.
    • Siphoning
      • Strife: This ability and its morphs are no longer projectiles, but instantly strike the target.

    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.

    Templar
    • Aedric Spear
      • Puncturing Strikes:
        • Reduced the cost of this ability and its morphs by ~12%.
        • The damage dealt to the closest target is now considered single target damage and will no longer be mitigated by resistance buffs such as Evasion.
    • Dawn's Wrath
      • Backlash: Fixed a long standing bug where this ability could not deal damage in PVP environments.
      • Nova:
        • Increased the duration of this ability and its morphs to 10 seconds, up from 8.
        • Solar Prison Solar Coliseum: NEW No longer afflicts enemies with Major Maim. While standing within the area, your Dawn's Wrath abilities gain additional bonuses:
          • Sun Fire: Gains the bonuses of Reflective Light and Vampire's Bane simultaneously.
          • Solar Flare: Increases the effect of the Class Skills damage buff by 5% (for a total of 10%)
          • Backlash: Increases the maximum damage scaling from 200% up to 275%.
          • Eclipse: Doubles the duration.
          • Radiant Destruction: Can no longer be interrupted while channeling.
        • Solar Disturbance (Morph): In addition to afflicting enemies with Major Maim, now also grants Major Protection to allies within the area.
          Developer Comment:
          Everything gives Major Protection nowadays.


    Weapon
    • Destruction Staff
      • Weakness to Elements:
        • Elemental Susceptiblity (Morph): This morph now adds a Magicka cost of 1500.
          Developer Comment:
          While we're happy to see a previously unused morph become to popular the ability is offering a bit too much power in its current form for something that's free and easy to apply. Rather than reducing its power level (again) we're adding a cost to force Players to think more strategically about when and how to use this ability.
          This also solidifes Elemental Drain as the morph of 'sustain.'
    • Restoration Staff
      • Regeneration: This ability and its morphs now yield 33% diminishing returns when applied multiple times.
        Developer Comment:
        To clarify: the first instance of Regeneration will heal you for the regular value, the next ~67%, the third ~45%, and so on. This should™ drastically reduce the amount of healing that groups achieve when stacking casts.
        (Different morphs of the ability count towards the same diminishing count)
      • Steadfast Ward: Increased the shield strength of this ability and its morphs by ~22%.
        Developer Comment:
        This ability has fallen quite low since early days, and while we don't necessarily want to see its old power back, we're easing it up a bit.

    Guild
    • Fighter's Guild
      Developer Comment:
      While we have no changes to this skill line scheduled for this patch, we're planning to take a look at it in the near future.
      e.g. Circle of Protection and Expert Hunter have morphs that are virtually unused.

      Barbed Trap also remains one of the most popular DPS abilities in the game. This would not be a problem, if the ability did not feel mandatory.
      Not only is it a rare source of Minor Force, but the damage of the ability itself is so high that Players feel obligated to include it, even if they had another buff source any way.
      Furthermore, the Lightweight Trap ability should be a staple for ranged builds, but currently the game mostly favors melee stacking up and higher damage morphs.
      For now, nerfing the damage output of this ability would see it included in every build any way, so until we've prepared other attractive sources of Minor Force, or game mechanics shift enough for Ranged Damage dealers to find their way back into the meta, we'll leave this ability untounched.
    • Psijic Order
      • Acceleration
        • Channeled Acceleration (Morph): Reduced the cast time of this ability to 0.8 seconds, down from 1.3.
          Developer Comment
          It's not like you're going to use it any way, but at least it now looks better on paper.

    Alliance War
    • Assault
      • Vigor
      • Echoing Vigor (Morph): This ability now yields 33% diminishing returns when applied multiple times.
        Developer Comment:
        The first instance of Echoing Vigor will heal you for the regular value, the next ~67%, the third ~45%, and so on. This should™ drastically reduce the amount of healing over time that groups can build up when stacking multiple casts.
    • Support
      • 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.
        Developer Comment:
        Notice how this reduces the ability to spam Purge without introducing a group-wiping proc set? Any way...

    ############################ Itemization & Item Sets ############################

    Since 2014 we've continuously added sets to the game with every major update, such that by now we have over 400 unique item sets.
    Some sets are just silly and fun. Some sets are niche; subpar in general, but exceptional in specific scenarios. Some sets serve mostly as stepping stones; stepping stones to acquiring the sets which are "meta" - those that provide top performance in their respective categories.
    This leads to a bit of a conundrum; in reworking old sets considered 'useless' in the current meta, we risk ruining niche or "roleplay" builds, alienating Players who enjoy roleplaying with certain item sets, or simply risk making a new top-tier set - only shifting the meta arbitrarily.

    So we'll start doing rounds of old or underutilized sets. Gently nudging up their power levels, and sometimes reworking features - but always trying to remain true to the original idea of the set so that, hopefully, theory-crafting meta lords and casual roleplayers alike should™ appreciate the changes.

    Ability Altering Weapons
    • (Perfected) Stinging Slashes: Now increases the damage of Dual Slashes depending on your character's weapon or spell damage, whichever is highest, rather than providing a constant 1635 bonus damage.
      Developer Comment:
      This set was providing just a bit too much damage, and with no questions asked. With this new iteration, builds above 7000 weapon and should™ see an increase in damage, whereas builds below that mark should™ see a marked decrease in damage.
    • (Perfected) Wrath of Elements:
      • Reduced the base damage of this morph, but increased scaling with Weapon or Spell Damage.
      • The tether now breaks when the target moves 10m or more away from you.

    Crafted Sets
    • Adept rider:
    • We do not know where to start.
    • Heartland Conqueror: This set's (5)-piece bonus now also doubles the trait effects of shields, which while technically armor do occupy a weapon slot.
    • Grave-stake Collector: This set now also grants 3 ultimate when collecting a Grave-Stake, up to one every 2 seconds.
      Developer Comment:
      We realize this set mostly has appeal as a role-playing set, and that's okay. We're just giving it a bit more oomph.

    Dungeon & Arena Sets
    • Kinras's Wrath
      • The (2)-piece bonus now grants 4% Critical Damage, instead of 129 Weapon and Spell Damage.
      • When reaching 5 stacks of Burning Heart the duration doubles to 10 seconds.
        Developer Comment:
        Sources of Major Berserk have multiplied since this set was first released. With this change, we hope the set will make a comeback as a reliable one-bar option. We're also trying something new with a regular set line providing critical damage!
    • Tzogvin's Warband: Upon reaching maximum stacks, the duration of this buff now doubles.
    • Spelunker:
      • OLD (5 items) - Reduces the cost of your Undaunted abilities by 10%. When an ally uses one of your Undaunted ability synergies you restore 730 Magicka and Stamina. This effect can occur once every 5 seconds.
      • NEW (5 items) - Increases your damage against monsters taunted by another player by 5%. When you activate an ally's synergy, you restore 450 Magicka and Stamina and release Undaunted Might, dealing 1100 Oblivion damage to all nearby taunted enemies. This effect scales off the higher of your Max Magicka or Stamina.
    • Undaunted Bastion:
      • OLD (5 items) - When you use a taunt ability while you are under 75% Health, gain a damage shield that absorbs 14127 damage for 6 seconds. This effect can occur once every 10 seconds.
      • NEW (5 items) - Reduces the cost of your Undaunted abilities by 10%. When an ally activates one of your Undaunted ability synergies, they gain Major Slayer for 8 seconds, increasing their damage dealt to Trial and Dungeon monsters by 10%.
        Developer Comment:
        Here we saw the chance to 'swap' the somewhat nonsensical bonuses for a set of medium armor unto a heavy armor tank set, since tanks tend to use more Undaunted abilities than Damage dealers. Likewise we've taken advantage of the unique standing of the Undaunted Skill line as having Synergies on all abilities and morphs. While this set won't provide Major Slayer uptime to rival popular Trial sets, it is perhaps a good starting point for newer tanks making their way through four person dungeons. And that's all it needs to be.
        Likewise we've updated the old Spelunker set to reflect its standing as a Damage Dealer set, while retaining the flavour of a dungeon delver set, centered around killing monsters and keeping your resources up through teamwork.
    • Draugr's Rest
      • OLD (5) - When you complete a fully-charged Heavy Attack, you create a circle of consecrated ground that heals you and your group members within 5 meters for 5550 Health over 10 seconds. This effect can occur once every 10 seconds and scales off the higher of your Max Magicka or Stamina.
      • NEW (5) - When a group member within 20 meters takes damage that would be lethal, consecrate the ground beneath them granting them a damage shield for 10000 health that lasts up to 6 seconds, and increase their health recovery by 900 for 10 seconds. Enemies in the area afflicted with Major Maim for 3 seconds, reducing their damage dealt by 10%. This effect may occur once every 2 minutes, and the shield scales off the higher of your Max Magicka or Stamina.
        Developer Comment:
        Aside from being nearly identical to Winter's Respite (which is also never used), this set is never really used. While this new iteration is niche, but perhaps just crazy enough to work! but may be useful in completing No-Death challenges.
    • Hagraven's Garden:
      • The Hagraven's Garden effect now also increases magicka and stamina recovery for allies within the area by 150 each.
        Developer Comment:
        These days you can't throw a cat around without hitting a source of Major Protection, so we've tagged on a little something extra to this set. Not enough that it'll ever see popular use... but still.
    • Talfyg's Treachery:
      • OLD (5) - Increases your Weapon and Spell Damage by 372. Increases your damage taken from Flame and Fighter's Guild abilities by 5%.
      • NEW (5) - Increases your Weapon and Spell Damage by 240 and your Critical Damage and Healing by 5%. When equipped by a Vampire, these bonuses are doubled but damage taken from Flame and Figther's Guild abilities is increased by 10%.
        Developer Comment:
        We're trying something new here in modifying set stats based on Player's curse status. While it could be used as a fairly basic damage dealing set for mortals, vampires can use it to play into the mindset of sacrificing safety for power.

    Monster Masks
    • Maarselok:
      • This set now only gains bonus damage from counting Damage over Time effects on the enemy target, rather than any negative effect.
      • Increased the scaling per effect from 10% to 12%, to account for the reduced number of contributing effects.
        Developer Comment:
        You know why.
    • Ilambris:
      • Increased the duration of the meteor shower to 6 seconds.
      • Increased the damage per interval by ~10%.
        Developer Comment:
        These changes should™ help put the set more in line with other damage dealing monster sets. We're mostly powering-up the duration, however, to solidfy its role as a set for stationary fights.
    • Nerien'eth:
      • OLD When you deal direct damage, you have a 15% chance to summon a Lich crystal that explodes after 2 seconds, dealing Magic damage to all enemies within 4 meters. This effect can occur once every 3 seconds and scales off the higher of your Weapon or Spell Damage.
      • NEW When you deal direct damage, apply a stack of Heartrend to your enemy, up to once every 0.5 seconds. Upon reaching 3 stacks, consume them to summon a Lich Crystal that explodes after 3 seconds, dealing Magic damage to all enemies within 4 meters. A Lich Crystal can only be summoned once every 4 seconds and scales off the higher of your Weapon or Spell Damage.
        Developer Comment:
        While these changes technically lower the upper limit of the set's DPS (minimum time between procs increased) it now has a failsafe mechanism and does not rely on luck.
        This should™ allow Players to achieve more consistent DPS results. We're also increasing the time for the Crystal to detonate to not inadvertedly make this a "PVP nuke."
    • Kra'gh:
      • Increased the target area of this set, making it easier to land. Slightly adjusted the size of the dreugh limbs.
      • Increased the damage scaling of this set.
        Developer Comment:
        This set has always been notoriously difficult to land, given its short range. And even if a Player did land it consistently, it had one of the lowest damage outputs of the "DPS monster sets".
        However, to avoid providing 'free damage' for mainly defensive builds, we're weaving this buff into the scaling. Players with 6500 Weapon/Spell Damage or higher should™ see increased damage, with players below that level seeing unchanged or lessened damage.
    • Spawn of Mephala: Increased the damage of this set's proc by ~29% to put it more in line with other damage dealing monster sets.
    • Stormfist: The final Fist-Closing damage of this set is now increased by 20% if there is only one target in the final area.

    Overland Sets
    • Way of the Fire: The damage proc of this set now only applies on Direct Damage with a weapon.
      Developer Comment:
      The availability of weapon damage over time effects and the short cooldown of this set made it a very easily proc'd effect, and as such offered very little counterplay. This change should™ allow avoiding the damage output by exploiting range or line of sight.
    • Unfathomable Darkness: The final Crow launched by this set now deals an additional 30% damage.
      Developer Comment:
      This set has spent so long living in Pillar of Nirn's shadow that it's getting vitamin D deficiency, so we're giving it a bit more oomph!
    • Necropotence: The bonus magicka from this set now persists for up to 5 seconds after a pet has died or expired.
      Developer Comment:
      *Laughs in Blastbones*
    • Vampire lord:
      • The (2) piece set bonus now gives 129 Weapon and Spell Damage, rather than 1096 Magicka.
      • Adjusted the (3) piece to give 1096 Stamina and Magicka, rather than 129 Weapon and Spell Damage.
        Developer Comment:
        This is one of those sets with a strong roleplaying flavour that makes us hesitant to change it too much. So we're just upping the overall power a bit and making sure it doesn't favor Magicka builds over Stamina ones.
    • Flanking Strategist:
      • OLD: Adds 400 Weapon and Spell Damage to your damaging abilities when you attack an enemy from behind or their sides.
      • NEW: Adds 400 Weapon and Spell Damage to your damaging abilities when you attack an enemy from behind or their sides. When exiting stealth or invisibility gain Element of Surprise for 5 seconds, enabling the flanking bonus regardless of enemy facing.
    • Dragonguard Elite
      • Adjusted the 4-piece bonus to 129 Weapon and Spell Damage, rather than 129 Stamina recovery.
      • Adjusted the cooldown between building stacks from one per 0.5 seconds to one per 0.7 seconds.
      • Increased the duration of the Dragonguard Tactics buff from 5 seconds to 8 seconds.


    PVP Sourced Sets
    • Rallying Cry: Increased the dropoff per group member to 28 Weapon and Spell Damage and 160 Critical Resistance
      Developer Comment:
      The current iteration of the set provides 258 Weapon and Spell Damage and 1360 Critical Resistance to a 4-person group.
      Compartively, Robes of Transmutation and Powerful Assault provide 300 Weapon and Spell damage or 1400 Critical Resistance, respectively. On shorter durations.
      With these changes, 4-person groups will still enjoy healthy stat bonuses, while the set falls off to small bonuses at 8-person groups and provide no benefit for full 12-person groups.
      Solo players will, of course, remain unaffected by these changes.
    • Morag Tong: Increased the damage taken debuff of this set to 15%.
      Developer Comment:
      Given the relative rarity of Disease and Poison damage this set didn't really get to shine even in large group compositions. This change should™ help push it into the limelight.

    Trial Sets
    • Twice Fanged Serpent:
      • Renamed the pieces to "... of the Twice-Fanged Serpent" instead of "... the Two-Fanged Snake".
      • The set's buff will now begin to lose stacks at the rate of 1 per 2 seconds when the buff is not refreshed, rather than all at once.
      • Reduced the duration of the penetration buff to 3 seconds, down from 5.
        Developer Comment:
        Much like the current iteration of Death Dealer's Fete, this set now rewards Players for minimizing downtime between attacking, but does not punish them unduly for dropping combat for a moment or two.
    • (Perfected) Tooth of Lokkestiiz: This set's (5) piece proc now grants a unique +10% damage bonus, rather than the Major Slayer buff.
      Developer Comment:
      We've worked up a bit of redundancy of sources of Major Slayer to the point where several older sets, like this one, felt like a dud. This change should™ help make it a strong one-bar-able' option once again.
    • (Perfected) Eye of Nahviintaas:
      • OLD (5) - When an ally activates one of your synergies, you and the ally who activated the synergy get 12% cost reduction for non-Ultimate abilities for 3 seconds. This effect can occur every 6 seconds per target.
      • NEW (5) - When an ally activates one of your synergies, you and the ally who activated the synergy gain Dragon's Eye for 8 seconds. This effect may occur once every 8 seconds per target.
        When affected by Dragon's Eye, activating a Synergy generates 3 Ultimate, and the cost of non-Ultimate abilities is reduced by 12%.
        Developer Comment:
        Maybe now it won't be deconstructed. Maybe.
    • Wise Mage (Aka. Aether Strategy):
      • OLD (5) - Enemies you damage with fully-charged Heavy Attacks are afflicted with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
      • NEW (5) - Enemies you damage with fully-charged Heavy Attacks are afflicted with Aetherial Vulnerability for 10 seconds, increasing their damage taken from single-target attacks by 7%.
        Developer Comment:
        Given the abundance of of Minor Vulnerability sources, we thought this largely forgotten set could be an excellent blueprint for introducing some more support oriented sets into a DD catalogue that mostly consists of "selfish" sets nowadays.
        And if we do this enough, you won't be able to just throw all of them on the tanks and healers.

    Mythic Items
    • Belharza's Band:
      • Light Attacks no longer need to be consecutive to build stacks of Belharza's Temper.
      • Increased the number of stacks required to proc the set from 5 to 6.
        Developer Comment:
        You had to look up what this mythic even did, didn't you?
    • Faun’s Lark Cladding: Now also passively reduces the cost of sprint by 15%.
    • Snow Treads: Wearing this mythic now reduces the effect of movement speed bonuses by 50% while in combat.
      Developer Comment:
      To clarify, this means that effects like the Celerity Champion Star yields only 5% additional movement speed, rather than the regular 10%.
      The availability of Swift trait jewelry and the increasing abundance of Minor- and Major Expedition mean that intended drawback of this mythic became almost irrelevant; allowing Players to reach a premium movement speed regardless of their inability to sprint.
      These changes should™ help push the set towards our ideal; a mythic that sacrifices top mobility in favor of stability.

    ############################ Alliance War and PVP ############################
    • General
      • Made some changes to the list of sets that function in No-Proc Campaigns. It is left as an excercise to the reader to figure out which sets now work or not.
    • Imperial City
      • Players may no longer queue to enter Cyrodiil while in the Imperial City or Imperial City Sewers (Alliance Bases are excepted, however).
        Developer Comment:
        The ability to queue for and enter Cyrodiil at any time - even in the midst of combat - provided a quick, simple, and free way to get out of Imperial City with all your Tel Var stones safe and with no drawbacks.
        This detracts from the original intention of the Tel Var stone mechanic; namely that staying in the City longer and acquired more stones reinforces the risk/reward levels of further farming. The ability to jump into Cyrodiil at a moment's notice largely eliminated the risk.

    ############################ General ############################
    • Undaunted Keys & Pledges
      • Pledges accepted from Ulguna Chiefbane now follow the following reward tier, due to their higher difficulty in general:
        • Normal difficulty: 1 key, 5 Transmute Stones
        • Veteran difficulty: 2 keys, 8 Transmute Stones
        • Veteran Hard-mode: 3 keys, 12 Transmute Stones
    • MYTHIC MOTIFS!
      • Once you've succesfully assembled a Mythic item three times (corresponding to unlocking all three lore entries for every piece) you will receive a unique style collectible, mimicking that piece.
      • These style collectibles are bound to your character, and may not be traded with other players.
    ############################ Art and Animation ############################

    Models
    • Coldfire Ballistae now use the Face-of-Molag-Bal ballista model as seen with Legion Zero in the Imperial City, to display their Coldharbour origin. But fear not, your Alliance colors will still be proudly displayed on the banners!
    • We've moved some of our talented modellers and animators from the Housing department to Monsters and Enemies. This may slow down the rate at which new furniture is released, but hopefully, maybe next DLC our dungeon designers won't have to use Wamasu again like for the past 9 years.
      Jokes aside, Necrom had a bunch of amazing new model work and also some interested creature design. I mean, you have Lurkers and these Slenderman looking freaks for cool and atmospheric enemies.
      But when it comes to a new trial, where you're litterally entering a person's mind to save them from daedric terror instead of Mind Terrors we're back to Wamasu and Gryphon enemies.... ?


    ############################ New Achivements & Titles ############################
    • Werewolf Alpha: Complete the following achievements: Lycanthropy, Werewolf Sire, Werewolf Corpse Devourer, Wandering Werewolf, and Lycanthropy Master.
      • The title "Moonborn" is obtained by completing the new "Werewolf Alpha" Achievement
      • Werewolf Alpha skin is unlocked by completing the new "Werewolf Alpha" Achievement and may be slotted from the collections menu. Unleash a darker, more feral look for your true form! Inspired by previous Elder Scrolls titles of Skyrim and Bloodmoon.
        Developer Comment:
        We plan to begin adding more werewolf skins to the Crown Store to let Players customize their inner beast! Also because when it comes to cosmetics, we know you people gobble it all up like a skooma addict on a sugar plantation.
    • Sharing is Caring: Defeat the Celestial Serpent after desecrating the banners of the Scaled Court while every group member is simultaneously affected by Rockhewer Troll Poison in Veteran Sanctum Ophidia.
    • 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.



    Should™
    Should™ does not guarantee effect. Should™ is not the promise of effect. Should™ is a declaration of probability. Should™ is at best an expectation. That outcome A Should™ be expected does not guarantee outcome A. Nor does it even guarantee theat the opposite outcome of A, i.e. -A, won't happen.
    Should™ is a declaration of intent.
    Should™ means involving you in our thought process.
    Should™ means we're trying.

    Also for liability reasons I should say I am not an employee not affiliate of Zenimax Online Studios. I'm just voicing my wishful thinking in a, hopefully, somewhat humorous manner.
Edited by Woodenplank on October 5, 2023 7:08PM
I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Hugie
    Hugie
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    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
  • Froil
    Froil
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    Okay I like this. Some of these changes are really good, especially the item set changes.
    "Best" healer PC/NA
  • MerguezMan
    MerguezMan
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    List bugged out in the middle, repeats itself.

    Aside from that, great post.
  • Erickson9610
    Erickson9610
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    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.

    Props for the suggestion of werewolf skins, though. Quite a few people have been asking for those for years now.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • FayJolyn
    FayJolyn
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    Oof the one about porting out of IC hurts. :#

    Some of these are interesting. I read this post as passionate but with a good amount of tongue in the cheek.
    If these where real patch notes my head would be hurting from all the adjustments tho.

    The one about the mythic motif is really nice actually!

    Zha'ishii - Kahjiit nightblade (main) PC-EU
  • Woodenplank
    Woodenplank
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    MerguezMan wrote: »
    List bugged out in the middle, repeats itself.

    Aside from that, great post.

    Oh yeah, that happened I few times. I think a mixup of auto-save drafts and me occasionally using Alt-Z to undo a change made it copy-paste itself.
    Should be fix now, thx.
    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.

    We would've liked to include a major update to Werewolves, and a minor one directed towards Vampirism (which is chiefly just Regular Play, but with Undeath Passive and some cost shenanigans atm), but our devs encountered difficulty with "post body 9810 characters too long" exception. Bit of a setback.

    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Woodenplank
    Woodenplank
    ✭✭✭✭
    Hugie wrote: »
    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

    Thanks, much appreciated.
    Writing all this has actually been very cathartic. When I felt something in the game was bothersome or handled poorly, I'd write it up in my notepad. When I felt a set or ability could be so much more; I'd write my dream patch notes for it.
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • FantasticFreddie
    FantasticFreddie
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    ✭✭✭
    "Blast Bones: This ability and its morphs now function as intended."

    :D
  • FantasticFreddie
    FantasticFreddie
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    Honestly though, these are all really good IMHO.
  • Varana
    Varana
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    "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.
    Edited by Varana on October 5, 2023 10:45PM
  • merpins
    merpins
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    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.
    Edited by merpins on October 5, 2023 11:04PM
  • NeuroticPixels
    NeuroticPixels
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    I can’t bring myself to read all of that, but this is absolute gold. We should all group up on a Discord or something when new official patch notes drop, and then we put together a post of what we wish the patch notes had said.
    Check out the ReShade I made: Crispy Sharpness
  • Woodenplank
    Woodenplank
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    Varana 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.
    merpins wrote: »
    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.

    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.
    Not that PVE inbalance doesn't exist; but being outdone in e.g. parsing by other DDs usually doesn't get people as riled up as constantly >dying< to the same class/build over and over.

    Also w.r.t. Warden... here's the trouble where me being just one Player writing "patch notes" for my own catharsis. I don't actually play Warden, so I struggle to make a lot of suggestions for it.
    Although I do hear that Wardens feel excessively neglected in PVE; outside of being healers/sups.

    Either way; glad to see all the response.
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • zaria
    zaria
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    Adept rider:
    We do not know where to start 😺

    Has actualy crafted this for new alts to make them faster :smile:
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Turtle_Bot
    Turtle_Bot
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    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
    FantasticFreddie
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    Turtle_Bot 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
    Turtle_Bot
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    Turtle_Bot 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.
  • Jierdanit
    Jierdanit
    ✭✭✭✭✭
    Turtle_Bot 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.
    PC/EU, StamSorc Main
  • FantasticFreddie
    FantasticFreddie
    ✭✭✭✭✭
    ✭✭✭
    Turtle_Bot wrote: »
    Turtle_Bot 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.

    Matriarch is a gorgeous 360 smart heal. It's the best burst heal in the game currently.
    Familiar being BoL 2.0 is a change I would only grudgingly accept.

    Also a class skill giving minor courage does not wow me. I'd rather the heal target be able to reach up to 12 people and heal for slightly more. #makesorchealersgreatagain
  • Woodenplank
    Woodenplank
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    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 :)
    Edited by Woodenplank on October 6, 2023 5:07PM
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Dr_Con
    Dr_Con
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    I didn't read all of this, but what I did read was really well-done and many of these changes would improve the game considerably.
  • festegios
    festegios
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    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
  • peacenote
    peacenote
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    Varana 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.

    Ah, someone beat me to my response. I love all the thought put into this and some things I like.

    But as someone who 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.

    Anyways, some good stuff in here. Your Adept Rider comment made me laugh!
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Turtle_Bot
    Turtle_Bot
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    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 :)

    Fair enough, I didn't realise there was a cap on post lengths.

    Yeah, I brought up the idea of the twilight being the heal pet and familiar/clannfear being the dps pet in other threads, many sorc tanks jumped on that idea though complaining about losing their heal so I wanted to put out there the other way around. Agree that the pets need better stream lining for, 1 defensive, 1 offensive and some defensive (healing) options made available for no-pet builds.

    Yeah, for sure, there is just far too much to be addressed currently.
    • For item sets, I would love to use many more (especially many of the shock damage themed sets), but many that look potentially usable with decent damage/effects unfortunately have horrible conditions to use them.
    • Yeah, I thought they would do more of that for necro as well, I stated on another thread that necro just needs a direction, then it can start getting real fixes for it.
    • werewolves especially need a lot of help, would be nice to see them brought back. vampires need some rework, tone down undeath, buff/rework some of the active skills.
    • yeah mundus stones need updating for hybridization, like soo many things that still aren't hybridized
    I'm just hoping that people won't forget petless sorc when suggesting their changes, that build hasn't been a viable thing for so long, I don't think anyone actually remembers that no pet sorc used to be the way to play sorc (with the option to use pets if you wanted to) long before pets were forced into being the only way to keep up with the other classes.
  • Woodenplank
    Woodenplank
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    peacenote wrote: »
    [...] 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 can understand your concerns, and I won't pretend my suggestions are perfect. Though first off;
    If you're using Echoing Vigor in your "let-me-jump-in-and-help-this-current-random-fight PvP" style in PVP then - since most people run Resolving Vigor outside of dedicated healers or group players - you'll still help plentifully. If you're throwing around Radiating Regeneration; well the number of potential targets vs. the number of people using that spell themselves should reduce the chance of serious stacking in casual PVP encounters.

    And I get what you're saying about healing debuffs, but actual game experience has rather soured that notion for me. Whenever ZOS introduce tools to combat the absurd survivability of organized PVP groups; they often hurt solo players as well/more.
    • Plaguebreak to stop "groups that recklessly spam purge" - well sure. It also punished Templars for running Extended Ritual, or random Wardens who just wanted a Netch out when playing PVP...
    • Snake in the Stars for Oblivion damage on heal ticks, that'll burn down those heal stackers! Eh... well actually the set internal cooldown means that's easily outhealed by multiple Echoing Vigor stacks... On the other hand; solo Players will take the hits and abilities like Templar's Living Dark will actually give the user a death sentence (I've tried).
    • Jerall Mountain Warchief a stacking healing debuff! Pretty amazing as it scales up to 35%. Of course, a Player has to dedicatedly fight you 1v1 for a while if you want time to build stacks up - so it's really mostly a dueling set, or just a set for focusing down poor, isolated ***.

    Honestly I think a good chance to e.g. Plaguebreak to leave an unpurgeable DoT/healing-debuff that refreshed duration/grew stronger for every attempted Purge. That way it would counter Purge spamming, but not unduly punish people who might've used it once or twice in a fight.
    But I'm so tired of "introduce/adjust proc set and hope it'll fix PVP" mentality, so I came up with more drastic diminishing returns thing.

    And for what it's worth, I don't think it would influence PVE much. You'd have at most two healers, and assuming worst case scenario where they're both using Radiating Regen + Echoing Vigor, the total healing from these two abilities would fall at by 16.5% at worst. And again; Combat Blessing, Healing Orb, Healing Springs and Blood Altar (/morphs) would all be unaffected.
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Sleep724
    Sleep724
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    Zos needs to hire some of you guys as temp workers to alleviate the burden on their skeleton crew.
  • Woodenplank
    Woodenplank
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    festegios wrote: »
    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

    Yeah I get that. I was also a little ignorant in considering PVE because so many PVE encounters do not need Purge - a lot of DoTs and such from Trials are spefically made unpurgeable, because Players are supposed to avoid them in different manners.

    I felt directly changing an ability by PVP/PVE environment seemed too drastic, but perhaps that's exactly what's called for.
    There's already precedence for a set that only functions with Battle Spirit active. I suppose an ability mechanic being added with Battle Spirit could also be possible...
    Sleep724 wrote: »
    Zos needs to hire some of you guys as temp workers to alleviate the burden on their skeleton crew.

    I wish :D

    As long as I don't have to do the actual programming. I'd forget a semicolon somewhere and accidentally disable blocking.
    Edited by Woodenplank on October 7, 2023 2:11AM
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Turtle_Bot
    Turtle_Bot
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    Jierdanit wrote: »
    Turtle_Bot 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.

    hmm, lets see the nerfs I gave sorc to account for the changes, since people always want to ignore those when it comes to putting forward ideas/suggestions/wishes for buffing/changing/fixing sorcerer.
    • streak loses its stun on the first cast (it now costs nearly 10k magicka to cast streak twice on the same target within 2 seconds to get the stun)
    • rune cage stun has been made blockable and now attempts to stun 6 seconds after being cast.
    • rune cage lost its burst damage
    • crit surge (and power surge) heal amount reduced by 2/3
    • daedric prey bonus pet damage reduced from 45% to 20%
    • dark exchange and morphs lose the instant resource restore
    • dark exchange and morphs base heal value reduced by 60% to account for now scaling off offensive stats
    • blood magic passive heal reduced by 25% and cooldown doubled in length
    • crystal weapon lost its second hit
    • expert summoner had its bonus health reduced by 50%
    • daedric protection recovery values reduced by 25% to account for now also doing mag (NB gets the same recovery values just for existing, not even slotting anything)
    • defensive rune duration reduced from 2 minutes down to 10 seconds

    Lets see the buffs given to currently commonly used abilities.
    • fragments only gets the AoE on the proc with 50% reduced damage
    • weapon proc is now AoE (still relies on the light/heavy attack connecting with the target, still doesn't stack with crushing weapon)
    • haunting curse gets minor breach (which everyone gets from the sundered status effect already)
    • haunting curse total duration reduced from 12 seconds to 10 seconds
    • crit surge gets major prophecy/savager (something all classes should already have and all but sorc and necro already do have, usually on much better abilities)
    • overload gets 1 tick of a heavy attack (or half the upfront burst damage of dawnbreaker) when toggled on with a long cooldown and a cost of half your current ultimate and is only available when you toggle on with 175+ ultimate (or same amount of ultimate as atro/onslaught).
    • daedric prey has half of its damage now done over the 6 second duration (it doesn't gain any damage at all, its burst damage at the end was halved to make this change)
    • power surge gains minor courage (extremely common in group play and even for solo play its not that rare)

      But sure, do go on about how "I want sorc to be overpowered". Try reading the post thoroughly before attempting to bait/bash people.
      The abilities that got the biggest changes are the abilities that nobody (or barely anyone) slots/uses and even then, those abilities were standardized to global equivalent ability standards.
      The abilities that are already being used only got common minor buffs or changes that bring them into line with the current standard.
      The biggest buffs were to ball of lightning because it needed something to make it stand out compared to streak and mist form since it has zero offensive capacity and boundless storm because magsorc was literally slotting chudan over this ability because it is that bad.
  • redlink1979
    redlink1979
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    ✭✭✭
    ############################ 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.
    .

    Loved this lol
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
    • Sons of the Night Mother | VforVendetta | Grownups Gaming EU | English Elders [PS][EU] 2360 CP
    • Daggerfall's Mightiest | Eternal Champions | Legacy | Tamriel Melting Pot [PS][NA] 2190 CP
    • SweetTrolls | Spring Rose | Daggerfall Royal Legion | Tinnitus Delux [PC][EU] 2345 CP
    • Bacon Rats | Silverlight Brotherhood | Canis Root Tea Party | Vincula Doloris [PC][NA] 2090 CP
  • JanTanhide
    JanTanhide
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    Too bad you aren't on the Dev team. I like most of what you posted!
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