I guess this wouldn't work, it would completely remove sorc's style as a black magician. My suggestion is to modify the passive ability (such as Amplitude) and add a new effect to the original effect: every time sorc causes direct magic damage, it will add an additional low-damage lightning attack.
Triggering surge through multiple damage, multi-stage strikes are also more in line with sorc (such as Bound Armaments)
I guess this wouldn't work, it would completely remove sorc's style as a black magician. My suggestion is to modify the passive ability (such as Amplitude) and add a new effect to the original effect: every time sorc causes direct magic damage, it will add an additional low-damage lightning attack.
Triggering surge through multiple damage, multi-stage strikes are also more in line with sorc (such as Bound Armaments)
Turtle_Bot wrote: »Now, to give preliminary feedback on the proposed changes to Sorcerer:
Conjured Ward:
- As noted, the Conjured Ward changes are definitely a step in the right direction. Adding utility makes it worth slotting them, more than just increasing their size (outside of imbalanced levels) ever could.
Expert Summoner:
- This change misses the mark.Sorcerer in PvE is forced to run atro on the back bar because the only thing it brings to a group is the atro synergy for major berserk, when the sorc casts atro and switches to the front bar, it loses the bonus to max mag/stam which results in a DPS loss.Encase:
Meanwhile to make the most use out of Hardened ward and its new found healing (mostly from tanks and in PvP), a sorcerer wants to stack as much health as it can (to still be able to add damage to deal damage) and by not having a pet active, this makes that even harder to achieve on a class that already has no bar space for more important utility effects, let alone the space to slot a pet that takes up 2 slots.
- I still need to test this out, but it looks promising on paper (the heal morph in particular). It could likely require a slight buff, but as I said, I still need to test it.
Daedric Mines:
- This is an interesting change, Not sure how it will play out, needs testing, but could be a potentially very strong defensive tool in the right scenario
Lightning Splash:
- This ability needs the synergy removed, damage over time increased and given a different effect. The synergy is taking up far too much of this abilities damage that it just isn't worth slotting at all until that is fixed.
Turtle_Bot wrote: »Turtle_Bot wrote: »Now, to give preliminary feedback on the proposed changes to Sorcerer:
Conjured Ward:
- As noted, the Conjured Ward changes are definitely a step in the right direction. Adding utility makes it worth slotting them, more than just increasing their size (outside of imbalanced levels) ever could.
Expert Summoner:
- This change misses the mark.Sorcerer in PvE is forced to run atro on the back bar because the only thing it brings to a group is the atro synergy for major berserk, when the sorc casts atro and switches to the front bar, it loses the bonus to max mag/stam which results in a DPS loss.Encase:
Meanwhile to make the most use out of Hardened ward and its new found healing (mostly from tanks and in PvP), a sorcerer wants to stack as much health as it can (to still be able to add damage to deal damage) and by not having a pet active, this makes that even harder to achieve on a class that already has no bar space for more important utility effects, let alone the space to slot a pet that takes up 2 slots.
- I still need to test this out, but it looks promising on paper (the heal morph in particular). It could likely require a slight buff, but as I said, I still need to test it.
Daedric Mines:
- This is an interesting change, Not sure how it will play out, needs testing, but could be a potentially very strong defensive tool in the right scenario
Lightning Splash:
- This ability needs the synergy removed, damage over time increased and given a different effect. The synergy is taking up far too much of this abilities damage that it just isn't worth slotting at all until that is fixed.
Ok, a bit of an update now that I've had a chance to test things out on the PTS for a bit.
Conjured Ward:
- This was definitely a step in the right direction, the heal is just enough to help pull sorcerer out of execute range while the ward provides the buffer required to absorb the initial execute hit, especially for the Hardened Ward morph.
Encase:
- Playing around with the heal morph of this skill, my concerns have been alleviated. It feels about the same as blessings of protection as a heal, but the secondary effects, combined with the changes to the mending buff help it to be it's own unique heal for no pet sorcerer.
Daedric Mines:
- Not a bad change for this skill. It's going to have some nice group utility or give a sorc the potential to maybe refresh a shield once or twice in the heat of battle. The fact that it has the cooldown of 2 seconds per target and that the shields cannot be stacked keeps this balanced. Nice group utility, good for what it does. Not something that would fit my playstyle, but it is nice to see it there as an option for sorcerers to support their groups (or give sorcerer tanks a new unique tool to utilize).
Lightning Splash:
- Still an extremely underwhelming skill. As I stated before, so much of this abilities damage is locked behind the synergy that the damage over time component just cannot keep up with the globally available DoT abilities, especially without any secondary effects/debuffs. This will need more than just a radius increase to make it worth slotting on sorcs already tight bar space.
Lastly, Expert Summoner:
- The max stats is nice, but the missing health definitely hurts, especially for PvP where not having pets is very common and having higher minimum health (around 30k+) is a requirement to not just instantly die to a random gank or siege. This passive should ideally give max health while a daedric summoning ability is slotted, then also give the max mag/stam while no pets are active. That way there's some consistency at the base line for this passive, but there's still a bonus for not running the pets. To counter this new power of buffing all 3 attributes at the same time while no pets are active, the percent bonus increase can easily be reduced from the proposed +10% down to +7% or +8%.
Overall:
Overall these changes are good. The ideas behind the changes for the most part either work well or only require small tweaks to get into that sweet spot.
The changes to ward and encase definitely fix one of sorcs biggest issues, that being a way to recover from being dropped into the execute threshold.
Mines also allows sorcerers to fill some additional utility/support roles without relying entirely on atro and for sorcerer tanks to carve their own niche in the tanking role.
Missed opportunities/additional changes:
As outlined, the majority of the changes proposed are steps in the right direction. There's only really 1 thing I would like to see added.With the max stats now on the Expert Summoner passive, replacing the bonus stats on bound armor + morphs with Major prophecy/savagery while slotted on either bar, and have the daggers on bound armaments give a small (+1% or +1.5%) bonus to critical strike chance for each active dagger.
Also rework the cost of the active component to be based off of which ever max resource is higher to fully hybridize this ability and morphs.
This way it separates the morphs into tank/healer or dps roles, and allows either morph to be used by any sorc and all sorcs would benefit equally from slotting whichever morph would best suit their role.
This also allows bound armaments to have it's own identity compared to the currently objectively stronger Merciless Resolve skill in the NB kit. MR would be all about the 1 big hit that 100 to zero's the target by stacking raw damage and forcing the crit with invis, while BA would be all about the "death by a thousand cuts" by stacking critical strike chance and having more opportunities to potentially crit due to the multiple projectiles.
Turtle_Bot wrote: »Turtle_Bot wrote: »Now, to give preliminary feedback on the proposed changes to Sorcerer:
Conjured Ward:
- As noted, the Conjured Ward changes are definitely a step in the right direction. Adding utility makes it worth slotting them, more than just increasing their size (outside of imbalanced levels) ever could.
Expert Summoner:
- This change misses the mark.Sorcerer in PvE is forced to run atro on the back bar because the only thing it brings to a group is the atro synergy for major berserk, when the sorc casts atro and switches to the front bar, it loses the bonus to max mag/stam which results in a DPS loss.Encase:
Meanwhile to make the most use out of Hardened ward and its new found healing (mostly from tanks and in PvP), a sorcerer wants to stack as much health as it can (to still be able to add damage to deal damage) and by not having a pet active, this makes that even harder to achieve on a class that already has no bar space for more important utility effects, let alone the space to slot a pet that takes up 2 slots.
- I still need to test this out, but it looks promising on paper (the heal morph in particular). It could likely require a slight buff, but as I said, I still need to test it.
Daedric Mines:
- This is an interesting change, Not sure how it will play out, needs testing, but could be a potentially very strong defensive tool in the right scenario
Lightning Splash:
- This ability needs the synergy removed, damage over time increased and given a different effect. The synergy is taking up far too much of this abilities damage that it just isn't worth slotting at all until that is fixed.
Ok, a bit of an update now that I've had a chance to test things out on the PTS for a bit.
Conjured Ward:
- This was definitely a step in the right direction, the heal is just enough to help pull sorcerer out of execute range while the ward provides the buffer required to absorb the initial execute hit, especially for the Hardened Ward morph.
Encase:
- Playing around with the heal morph of this skill, my concerns have been alleviated. It feels about the same as blessings of protection as a heal, but the secondary effects, combined with the changes to the mending buff help it to be it's own unique heal for no pet sorcerer.
Daedric Mines:
- Not a bad change for this skill. It's going to have some nice group utility or give a sorc the potential to maybe refresh a shield once or twice in the heat of battle. The fact that it has the cooldown of 2 seconds per target and that the shields cannot be stacked keeps this balanced. Nice group utility, good for what it does. Not something that would fit my playstyle, but it is nice to see it there as an option for sorcerers to support their groups (or give sorcerer tanks a new unique tool to utilize).
Lightning Splash:
- Still an extremely underwhelming skill. As I stated before, so much of this abilities damage is locked behind the synergy that the damage over time component just cannot keep up with the globally available DoT abilities, especially without any secondary effects/debuffs. This will need more than just a radius increase to make it worth slotting on sorcs already tight bar space.
Lastly, Expert Summoner:
- The max stats is nice, but the missing health definitely hurts, especially for PvP where not having pets is very common and having higher minimum health (around 30k+) is a requirement to not just instantly die to a random gank or siege. This passive should ideally give max health while a daedric summoning ability is slotted, then also give the max mag/stam while no pets are active. That way there's some consistency at the base line for this passive, but there's still a bonus for not running the pets. To counter this new power of buffing all 3 attributes at the same time while no pets are active, the percent bonus increase can easily be reduced from the proposed +10% down to +7% or +8%.
Overall:
Overall these changes are good. The ideas behind the changes for the most part either work well or only require small tweaks to get into that sweet spot.
The changes to ward and encase definitely fix one of sorcs biggest issues, that being a way to recover from being dropped into the execute threshold.
Mines also allows sorcerers to fill some additional utility/support roles without relying entirely on atro and for sorcerer tanks to carve their own niche in the tanking role.
Missed opportunities/additional changes:
As outlined, the majority of the changes proposed are steps in the right direction. There's only really 1 thing I would like to see added.With the max stats now on the Expert Summoner passive, replacing the bonus stats on bound armor + morphs with Major prophecy/savagery while slotted on either bar, and have the daggers on bound armaments give a small (+1% or +1.5%) bonus to critical strike chance for each active dagger.
Also rework the cost of the active component to be based off of which ever max resource is higher to fully hybridize this ability and morphs.
This way it separates the morphs into tank/healer or dps roles, and allows either morph to be used by any sorc and all sorcs would benefit equally from slotting whichever morph would best suit their role.
This also allows bound armaments to have it's own identity compared to the currently objectively stronger Merciless Resolve skill in the NB kit. MR would be all about the 1 big hit that 100 to zero's the target by stacking raw damage and forcing the crit with invis, while BA would be all about the "death by a thousand cuts" by stacking critical strike chance and having more opportunities to potentially crit due to the multiple projectiles.
I think Hardened Ward should get a full heal instead of just that small burst, that is really not enough.
Also max Health in addition to Stam and Mag is definitely needed, 30k HP with 55k Mag is just still really super bad stats.
MagSorc is really going to be super weak if these changes go live, totally need to change that ZOS.
@Turtle_Bot The delay for the detonation of the haunting curse, which is a delayed burst ability, should remain the same (3.5 seconds), as it is impossible to achieve 100% rotation speed due to ping. At best, the rotation speed will be 95% percent. It is also worth considering the flight time of projectiles, since Magsorc is primarily a long-range class. This means that the 3rd ability released for a burst with haunting curse will reach the enemy in approximately 3.5 seconds. You can also test this on a dummy
Very much agree with OP + @MashmalloMan
Regarding the point made by @ZhuJiuyin one potential solution would be my suggestion from "Class Identity" thread of introducing more damage types into the game.
Thus sorc would have access to three damage types, each with an associated status effect:
Physical (sundered)
Shock (concussed)
NEW: Shadow (darkened?)
MashmalloMan wrote: »
Yeah thats my main point. Magic damage does nothing for Sorc, no passive either in the past or present reinforces the idea that Sorc is a "Magic Damage" class. It's always been shock(lightning)/physical(wind/air) from the inception of Hurricane vs Boundless Storm as class identifiers, to the original Implosion passive that gave us execute damage procs with % chance to low health enemies replaced by boring Amplitude. We are the Storm class of the game you can find in other RPGs, even our Daedric Summoning pets deal physical/shock, so it's not like it's only from the Storm Calling skill line. It should be in all of them imo.
If they made our Magic damage interesting, added a unique passive, sure, that would be cool, but what is more likely to happen?
- The DK treatment of converting all Magic damage to Fire/Poison because the class clearly had an affinity for those damage types and not Magic damage, which is the same situation Sorc is in.
- Creating a brand new element or passive after 10+ years of never showing a single hint that it's a part of Sorc's identity?
Yeah, my money is on option 1. It's a lot simpler for them to achieve too.
Lastly, separating a classes damage type into 2 elements is bad enough, but at least interesting for build purposes, when you separate it 3 or more times, it gets very difficult to use any set, passive or future potential combo/mythic that requires you to focus on a single element.
For example, the Storm Cursed Revenge set which was DEAD on arrival.. (5 items) When you deal Shock Damage, you have a 15% chance to deal 433 Shock Damage to the enemy and up to two other enemies within 5 meters. This effect scales off the higher of your Weapon or Spell Damage.
This would actually be a decent set if Sorc could get Shock damage from more abilities in their kit, but unfortunately, it's just not reliable. If Sorc had a shock spammable, if Curse was shock, if Mages Fury and Lightning Flood were worth slotting..
Even now, Concussed increases in damage the more you proc it back to back. If Sorc was really good at proccing this, it would be a really decent damage bonus. The new idea behind the passive really supports that we should be shock/physical.
MashmalloMan wrote: »
For example, the Storm Cursed Revenge set which was DEAD on arrival.. (5 items) When you deal Shock Damage, you have a 15% chance to deal 433 Shock Damage to the enemy and up to two other enemies within 5 meters. This effect scales off the higher of your Weapon or Spell Damage.
This would actually be a decent set if Sorc could get Shock damage from more abilities in their kit, but unfortunately, it's just not reliable. If Sorc had a shock spammable, if Curse was shock, if Mages Fury and Lightning Flood were worth slotting..
Even now, Concussed increases in damage the more you proc it back to back. If Sorc was really good at proccing this, it would be a really decent damage bonus. The new idea behind the passive really supports that we should be shock/physical.
MashmalloMan wrote: »@ZhuJiuyin
To the point about ESO logs, I'm not sure why that matters? I'm coming from a purely class identity and build theory crafting point of view. A base skills power will decide whether or not it gets used, not what element it is. A 5% boost to damage is peanuts, but getting to use more unique skill combo's and sets would make each class stand out more.
Name 1 DK that actually likes Stone Fist and doesn't want a Stam Poison Whip? The only other skill that comes to mind is 1 morph of Leap, mostly used for burst/cc/gap closer in pvp and the reason it's "fine" is because the morph effect specifically gives it increased damage and a lower ult cost. Both of those skills are by no means interesting to the classes design and are bad examples to use. Why would we focus on 2 out of 36 skills being physical, instead of the remaining that are fire/poison? DK has some of the best class identity in the game and it's evident why.
You've mentioned all 7 classes, but only Sorc, DK, Warden, and Necromancer have clear influences towards elements built within their passives which is my entire premise. You included the off type damage sources that I would argue should be converted in those classes as well, I'm not just talking about Sorc. In the context of today with hybridization and peoples complaints about classes feeling all too similar, how exactly is it a bad thing to reinforce the idea that some classes are better with certain types of skills by a small margin? Isn't that what classes should be about or else you run into a situation where every single player slots the same skills creating boring metas like.. Rending Slashes, Ele Sus, Resolving Vigor.
For Warden, their mismatched bag of elements is widely known issue among Warden mains. For the longest time, there was a clear direction you could see for the class where stamina Warden should have been focused on Bleed (Eg. Animal Fantasy) while magicka Warden should have been focused on Frost (Ice Mage Fantasy). To reference their kit as perfect the way it is, is misleading as they're not happy with the state it's in and Stam Warden has been completely shunned over the past 1-2 years in ZOS efforts to make Ice Warden more interesting.
So to summarize as what I believe the classes imply, but do so in a poor way:
- Sorc = Aeromancer = Physical/Lightning
- DK = Pyromancer = Fire/Poison
- Warden = Cyromancer + Beast Tamer = Frost/Bleed
- Necromancer = Elementalist = They have access to a bit of all 8 elements, not just 3, this is clearly deliberate seeing as ZOS wants them to be the "DOT" class, so a bonus to everything while having access to everything is pretty cool.
For Arcanist, NB, and Templar.. missed opportunities, they don't have clear elemental affinities, but maybe that's fine that some do and some don't.
NB I'd argue should focus on Poison/Disease as an assassination type of class.
Templar I'd argue should focus on Physical/Magic damage as they're the holy mage type of class. Those 2 elements are largely generic enough that you can pretend they're any type of magic which is why they're used so frequently in their kit for "holy" spells. They have 2 out of 36 skills that deals fire damage, so again, don't see why this would be a part of your 3 element argument, it's another example of poorly designed class fantasy. It's also another skill most Templars don't like ironically enough.
MashmalloMan wrote: »Very much agree with OP + @MashmalloMan
Regarding the point made by @ZhuJiuyin one potential solution would be my suggestion from "Class Identity" thread of introducing more damage types into the game.
Thus sorc would have access to three damage types, each with an associated status effect:
Physical (sundered)
Shock (concussed)
NEW: Shadow (darkened?)
Yeah thats my main point. Magic damage does nothing for Sorc, no passive either in the past or present reinforces the idea that Sorc is a "Magic Damage" class. It's always been shock(lightning)/physical(wind/air) from the inception of Hurricane vs Boundless Storm as class identifiers, to the original Implosion passive that gave us execute damage procs with % chance to low health enemies replaced by boring Amplitude. We are the Storm class of the game you can find in other RPGs, even our Daedric Summoning pets deal physical/shock, so it's not like it's only from the Storm Calling skill line. It should be in all of them imo.
If they made our Magic damage interesting, added a unique passive, sure, that would be cool, but what is more likely to happen?
- The DK treatment of converting all Magic damage to Fire/Poison because the class clearly had an affinity for those damage types and not Magic damage, which is the same situation Sorc is in.
- Creating a brand new element or passive after 10+ years of never showing a single hint that it's a part of Sorc's identity?
Yeah, my money is on option 1. It's a lot simpler for them to achieve too.
Lastly, separating a classes damage type into 2 elements is bad enough, but at least interesting for build purposes, when you separate it 3 or more times, it gets very difficult to use any set, passive or future potential combo/mythic that requires you to focus on a single element.
For example, the Storm Cursed Revenge set which was DEAD on arrival.. (5 items) When you deal Shock Damage, you have a 15% chance to deal 433 Shock Damage to the enemy and up to two other enemies within 5 meters. This effect scales off the higher of your Weapon or Spell Damage.
This would actually be a decent set if Sorc could get Shock damage from more abilities in their kit, but unfortunately, it's just not reliable. If Sorc had a shock spammable, if Curse was shock, if Mages Fury and Lightning Flood were worth slotting..
Even now, Concussed increases in damage the more you proc it back to back. If Sorc was really good at proccing this, it would be a really decent damage bonus. The new idea behind the passive really supports that we should be shock/physical.
MashmalloMan wrote: »@ZhuJiuyin
So to summarize as what I believe the classes imply, but do so in a poor way:
- Sorc = Aeromancer = Physical/Lightning
- DK = Pyromancer = Fire/Poison
- Warden = Cyromancer + Beast Tamer = Frost/Bleed
- Necromancer = Elementalist = They have access to a bit of all 8 elements, not just 3, this is clearly deliberate seeing as ZOS wants them to be the "DOT" class, so a bonus to everything while having access to everything is pretty cool.
For Arcanist, NB, and Templar.. missed opportunities, they don't have clear elemental affinities, but maybe that's fine that some do and some don't.
NB I'd argue should focus on Poison/Disease as an assassination type of class.
Templar I'd argue should focus on Physical/Magic damage as they're the holy mage type of class. Those 2 elements are largely generic enough that you can pretend they're any type of magic which is why they're used so frequently in their kit for "holy" spells. They have 2 out of 36 skills that deals fire damage, so again, don't see why this would be a part of your 3 element argument, it's another example of poorly designed class fantasy. It's also another skill most Templars don't like ironically enough.
I was just disputing the idea you put forth that Templar should be fire/physical/magic when there is only 1 fire skill no one likes. They don't really have an element bonus to begin with and I'm not sure they need 1, but it could be interesting. My main point was the 4 classes I specified which do have element affinities, not the ones that don't.I'm not against "some classes are better with certain types of skills by a small margin"
But as you said, Templar's "holy" spells should be magic damage, so Sorc's entire skill line is named "Dark Magic", as the opposite of "holy", shouldn't it also be magic damage?
If it goes by the concept of "some classes are better with certain types of skills by a small margin", then shouldn't Sorc emphasize Magic and Shock damage? After all, these are the two elements that are statistically the most numerous.
Besides, is it a bad thing to have affinities to three elements (magic, impact, and physics)?
Blood Magic: Increase magic damage by 5% (or increase magic damage by 10% critical ). And when you deal damage with a direct damage magic type, restore X life.
MashmalloMan wrote: »The quote is too long so delete it.
I still want to emphasize that changing Sorc's skill attribute to shock/physical will remove the identity of dark magic. Especially when Sorc has an entire skill line named "Dark Magic", so this obviously cannot turn all crystal and shard type skills into physical attributes as you said.
Nothing I proposed would effect Sorcs damage output at all, if anything it would just make it better. I don't think you quite understand how the status effects and damage types work in this game. The only actual thing that separates Magical/Martial damage is role playing and the passives from CP you can get hours into being CP 160+.Not to mention that in the HM level trial, magicaSorc is already extremely weak. If you follow your original proposal and turn the crystal into physical damage, it will only make magicaSorc's position worse, because according to the setting, martial arts type damage consumes stamina..
1.Capacitor add a new effect to the original effect: every time sorc causes direct magic damage, it will add an additional low-damage lightning attack.
2.Blood Magic add a new effect to the original effect: Increase magic damage by 5% (or increase magic damage by 10% critical).
3. Persistence should be reworked and renamed. For example:
"Vicious: When Sorc uses skills that debuff the target, increase X% crit for Y seconds."
Therefore, unless ZOS renames the Dark Magic skill line and completely revamps Sorc's 3 skill lines, I still insist that the identity of Dark Magic should not be cancelled.
But if ZOS really completely revise Sorc's three skill lines, I'm worried that the situation of Warden will be repeated, causing Sorc to be limited to Lightning Staff.
MashmalloMan wrote: »What identity? There is none, there never has been any, it's always been shock/physical for the class. Nothing would change about the visuals of the class, you're still using "Dark Magic" the same way Daedric Summoning skills are still Summoning skills despite using Shock for the majority of them. I'm not understanding the connection you're making between Magic damage being exclusive to "Dark Magic" and how Physical or Shock damage can't also be considered Dark Magic?
In the new Inner Fire, isn't it true that only Inner Fire & Inner Rage become fire damage? I'm not sure, maybe it's a matter of interpretation?MashmalloMan wrote: »Example just added this patch: Inner Beast - Costs 2700 stamina, deals Fire damage. Martial =/= Stamina Cost, it does sometimes influence it, but that is never what my suggestion was asking for. Crystal Frags would still be Magicka cost.
MashmalloMan wrote: »Sorc really doesn't need more damage via passives, we have some of the best passives in the game on that front. The main problem for our dps is it's attached to pets. The non pet skills behind Mages Fury, Boundless Storm, Lightning Flood, and Haunting Curse are all undervalued in comparison to Daedric Prey + 2 pets.
MashmalloMan wrote: »DK is miles ahead of most of the classes in terms of ways to build a DK, synergies between the skills and sets like Elf Bane, Ult Gen, etc. They should be the standard for ZOS.
Magic damage is just a generic name for something they can slap on any type of fantasy magic they want, but really, they do it all the time. There is sets that are water based, that deal frost damage. Countless other examples I won't waste time covering. It's the same reason the same holy skills you're referring to on Templar appear as Physical damage despite being nearly identical in function and visuals, yet costing a green bar instead of a blue bar.Just as Templar's holy magic is Magic Damage, shouldn't the corresponding dark magic also be Magic Damage? Becoming Shock Damage doesn't exactly qualify as "dark".
In the new Inner Fire, isn't it true that only Inner Fire & Inner Rage become fire damage? I'm not sure, maybe it's a matter of interpretation?
..
Also, since our alchemy system hasn't been updated yet, magicaSorc may be stuck on which potion to use if crystals become physical.Especially when Sorc still cannot obtain common BUFFs
I think most of SORC's current initiative and passive ability lags behind other Classes and urgently need to be adjusted. For example, Persistence
But yes, Sorc's active ability problem is more serious than his passive ability. I've mentioned this before. The most fundamental solution is to redesign most active skills. The reason I would suggest tweaking passive abilities is because it's a more convenient Band-Aid.
I'm not sure if the DK form should become the standard, which would prevent many classes that don't have obvious elemental affinities from following such a standard. And it may also lose the original intention of "playing your role freely".
MashmalloMan wrote: »
Thats a valid concern, but the reason that happened was because people exclusively cried to be better Frost mages since Frost Staves were reserved as tanking/support skills and did vastly worse than every other weapon available. All of the adjustments they made to Warden was in an effort to make a support staff viable for DPS because they refused to remove it as a support tool. They had to go extreme with it.
Shock staves are already weapons. No one is asking to break the wheel, I just want better class design and the current version isn't cutting it. DK is miles ahead of most of the classes in terms of ways to build a DK, synergies between the skills and sets like Elf Bane, Ult Gen, etc. They should be the standard for ZOS.
Could be solved if they introduced a new dedicated magicka based tanking weapon skill line and split the 3 destro staves into separate skill lines (thereby allowing ice staves to be dedicated to dps and not the weird support/DPS hybrid it is at the moment).