Maintenance for the week of September 1:
• [COMPLETE] Xbox: NA and EU megaservers for patch maintenance – September 3, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] PlayStation®: NA and EU megaservers for patch maintenance – September 3, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)

Storm Calling Mages' Fury Execute Range Needs Buffed

randconfig
randconfig
✭✭✭✭✭
The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.
Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.
    We should use the insightful and awesome buttons more
  • randconfig
    randconfig
    ✭✭✭✭✭
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Honestly, I agree. They should revert the duration nerf and leave the threshold at 20% hp. It was a unique execute, and it wasn't overpowered, especially compared with Templar beam execute which does insane damage...
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    randconfig wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Honestly, I agree. They should revert the duration nerf and leave the threshold at 20% hp. It was a unique execute, and it wasn't overpowered, especially compared with Templar beam execute which does insane damage...

    You need to do SOMETHING with one of the redundant morphs, though. This is a classic scenario of two skills that do basically the same thing, neither of which is particularly strong or interesting.

    The sustain morph needs to be turned into a spammable and/or a better actual execute ability for PvE (because this skill has always been dogwater for PvE and PvE Sorcs shouldn't be made to pay for the kill-stealing crimes of PvP Sorcs).
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Having two identical morphs is stupid. You can easily keep 1 of them in line with the unique delayed burst and make another one a more traditional execute or something like you mentioned in your rework that is an attack modifier. Having them both do basically the same thing and be terrible isn't good for the skill. Regardless of what is done, the threshold for the execute needs to be bumped up to 33%.
    Edited by madmufffin on August 15, 2025 6:25PM
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    madmufffin wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Having two identical morphs is stupid. You can easily keep 1 of them in line with the unique delayed burst and make another one a more traditional execute or something like you mentioned in your rework that is an attack modifier. Having them both do basically the same thing and be terrible isn't good for the skill. Regardless of what is done, the threshold for the execute needs to be bumped up to 33%.

    Yeah Its remnants of the old days with the mag return, same thing with the resource return overload.

    Executioner
    0.54223 dmg/wd at 100% hp
    2.71115 dmg/wd at 0%
    at 20% executioner hits for 0.54223*(100%+240%) = 1.843582 dmg/wd

    Fury
    0.40675 dmg/wd + 1.4914 dmg/wd under 20% == 1.89815 dmg/wd

    The damage is still relevant, but the low 20% window was originally chosen for the 4s timeable version to pair with curse and frags. So if they upped the 20% to 33% you would have to readjust to compensate. Lets try your 33% against executioner
    at 33% executioner hits for 0.54223*(100%+136%) = 1.28 dmg/wd which is basically a dizzy swing. If we bump fury up to 33% it basically will have to be cut down in damage to tooltip the same as dizzy swing.

    IMO you shouldn't have the timed delay if we have a changing scale based on the enemy's hp. So if you did make another morph be a generic skill than youd be looking at copying impale's 25% and scaling up to 330%
    Edited by MincMincMinc on August 15, 2025 8:15PM
    We should use the insightful and awesome buttons more
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    madmufffin wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Having two identical morphs is stupid. You can easily keep 1 of them in line with the unique delayed burst and make another one a more traditional execute or something like you mentioned in your rework that is an attack modifier. Having them both do basically the same thing and be terrible isn't good for the skill. Regardless of what is done, the threshold for the execute needs to be bumped up to 33%.

    Yeah Its remnants of the old days with the mag return, same thing with the resource return overload.

    Executioner
    0.54223 dmg/wd at 100% hp
    2.71115 dmg/wd at 0%
    at 20% executioner hits for 0.54223*(100%+240%) = 1.843582 dmg/wd

    Fury
    0.40675 dmg/wd + 1.4914 dmg/wd under 20% == 1.89815 dmg/wd

    The damage is still relevant, but the low 20% window was originally chosen for the 4s timeable version to pair with curse and frags. So if they upped the 20% to 33% you would have to readjust to compensate. Lets try your 33% against executioner
    at 33% executioner hits for 0.54223*(100%+136%) = 1.28 dmg/wd which is basically a dizzy swing. If we bump fury up to 33% it basically will have to be cut down in damage to tooltip the same as dizzy swing.

    IMO you shouldn't have the timed delay if we have a changing scale based on the enemy's hp. So if you did make another morph be a generic skill than youd be looking at copying impale's 25% and scaling up to 330%

    The cast animation being as awful as it is is justification enough for it to be overtuned.
  • randconfig
    randconfig
    ✭✭✭✭✭
    randconfig wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Honestly, I agree. They should revert the duration nerf and leave the threshold at 20% hp. It was a unique execute, and it wasn't overpowered, especially compared with Templar beam execute which does insane damage...

    You need to do SOMETHING with one of the redundant morphs, though. This is a classic scenario of two skills that do basically the same thing, neither of which is particularly strong or interesting.

    The sustain morph needs to be turned into a spammable and/or a better actual execute ability for PvE (because this skill has always been dogwater for PvE and PvE Sorcs shouldn't be made to pay for the kill-stealing crimes of PvP Sorcs).

    I've always wanted Storm Calling skill line to have an ability where you could continuously channel lightning into the air, causing lightning to strike nearby enemies periodically, just like some NPCs have in the game. Would be cool to change the other morph to do something interesting like that.

    Or maybe it would be an AoE detonate, where you stack static charges on enemies every-time you deal lightning damage, up to three charges, and then when you cast the ability, all nearby enemies with 3 charges are struck by lightning.

    Ultimately though, I agree that that morph needs a buff too. Also why does Boundless storm still have 5m range.... At least make it melee range 7m.

    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • randconfig
    randconfig
    ✭✭✭✭✭
    madmufffin wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Having two identical morphs is stupid. You can easily keep 1 of them in line with the unique delayed burst and make another one a more traditional execute or something like you mentioned in your rework that is an attack modifier. Having them both do basically the same thing and be terrible isn't good for the skill. Regardless of what is done, the threshold for the execute needs to be bumped up to 33%.

    Yeah Its remnants of the old days with the mag return, same thing with the resource return overload.

    Executioner
    0.54223 dmg/wd at 100% hp
    2.71115 dmg/wd at 0%
    at 20% executioner hits for 0.54223*(100%+240%) = 1.843582 dmg/wd

    Fury
    0.40675 dmg/wd + 1.4914 dmg/wd under 20% == 1.89815 dmg/wd

    The damage is still relevant, but the low 20% window was originally chosen for the 4s timeable version to pair with curse and frags. So if they upped the 20% to 33% you would have to readjust to compensate. Lets try your 33% against executioner
    at 33% executioner hits for 0.54223*(100%+136%) = 1.28 dmg/wd which is basically a dizzy swing. If we bump fury up to 33% it basically will have to be cut down in damage to tooltip the same as dizzy swing.

    IMO you shouldn't have the timed delay if we have a changing scale based on the enemy's hp. So if you did make another morph be a generic skill than youd be looking at copying impale's 25% and scaling up to 330%

    I thought the small execution window draw back was awesome, but when you have a 4 second window to get there. 2s makes it so difficult to actually proc, that you lose significant damage on average trying.
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • gc0018
    gc0018
    ✭✭✭
    It is a completely failure. A skill design only to kill stealing without any actually use. And the skill is forced to stay weak because of its kill stealing ability.

    Only removing the kill stealing feature can turn Fury back to a normal usable skill. I suggest changing the damage causing below 20% into largely increase player's WD or crits and then make fury into a normal executing skill scale based on health left. it keeps most of fury's feature and prevents it from being a kill stealer.
    Images not allowed, sad
  • Aces-High-82
    Aces-High-82
    ✭✭✭✭
    Due to its animation last time I slotted it was back in summerset when Thrassian was bonkers in order to secure the kill on tankier opponenents.
    If ZOS reworks the anim and make it a regular spammable one might considering to Slot it again.
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    when we got subclassing, i specifically added the storm calling line to my NB so i could get mages wrath lol, in my opinion its one of the better executes in the game because it gives you that window where the opponent can drop into execute range and get bursted by it

    a lot of other executes i feel like lack that killing power because of the broken healing in pvp even hitting someone at low you get 1 GCD to hit them before they heal back to full

    i also greatly dislike melee executes because it feels like they never hit anything in pvp when i need them to (too many times i get "out of range" errors when trying to hit a person with a melee attack due to how bad the game is at tracking positions)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Original for context:
    Mage's Fury - 870 Shock upfront, if 20% HP within 2s deal 3195 Shock to them + 695 Shock to enemies nearby (5m). Total single target execute damage = 4065.
    Mage's Wrath - 695 aoe Shock becomes the full initial 3195.
    Endless Fury - reduces cost by 12.5% and gives 4860 Magicka back on kill.

    Impale from Assassination is this abilities closest comparison, considered a bit underwhelming vs Killer's Blade (and every other execute) which scales higher and earlier without an all or nothing HP window. Impale does 4992 total damage, 22.8% more than Fury, and starts at 25% HP instead of 20% HP.

    Imo, Impale should start from 33%, and Fury should start from 25% if the burst window remained, if a morph became instant than 33% would be fair too. Impale also needs another auxillary effect to become more competitive, Fury already has the delay and/or aoe/sustain going for it.

    Here's some rework idea's:

    (Reworked base skill) Mage's Fury
    • Shock damage increased by 33% from 870 to 1161, same starting value as Impale, Killer's Blade, Executioner, and Reverse Slash.
    • Execute threshold changed from 20% to 25%.
    • Execute Shock damage increased by 12% from 3195 to 3593.
    • Total damage equals 4754, 5% weaker than Impale which I'd want to start from 33% HP and get a new auxillary effect.
    • Aoe execute Shock damage increased by 43% from 695 to 999, this is mostly relevant for the spammable version of Endless Fury below.
    • This ability and all morphs have a 3x chance to apply concussed (30%).
    • Cost determined by highest max resource (apply this to all Class Executes, not just Sorc's).

    With that base, here's how 3 morphs could look.

    (Buffed) Mage's Wrath - 2430 Magicka or 2066 Stamina.
    • Morph: Significantly increases the damage dealt to other enemies nearby.
    • Call down lightning to strike an enemy, dealing 870 1161 Shock Damage. If the enemy falls to or below 20% 25% Health within 2 seconds of being struck, an explosion deals an additional 3195 3593 Shock Damage to them and all nearby enemies.
    • This ability has a higher chance to apply the Concussed status effect.
    Basically just an improved version from live. Dynamic cost, 25% HP, higher Concuss chance, and 17% more total damage.

    (Non-Delayed Burst) Endless Fury - 2160 Magicka or 1836 Stamina
    • Morph: HP threshold increased from 25% to 33%, but no longer has delayed damage. Reduces cost and restores Magicka or Stamina if the target dies, whichever is higher.
    • Call down lightning to strike an enemy, dealing 870 1161 Shock Damage. If the enemy is at or below 33% Health deal an additional 3195 3593 Shock Damage to them and 695 999 Shock Damage to all nearby enemies.
    • If any enemy is killed within 5 seconds of being hit with this ability, you restore 4860 3200 Magicka or 3200 Stamina, whichever maximum is higher.
    • This ability has a higher chance to apply the Concussed status effect.
    Live version with no delay, closer to Impale, but less damage for more aoe/sustain, morphs between this and buffed Mage's Wrath become more interesting. At 33% and no delay, this would be the slightly better, but harder to use PvE morph, both would see a significant improvement with the improved damage and HP threshold overall though. Nerfed resource return from 4860, but dynamic cost return.

    (New - Spammable) Relentless Fury - 2700 Magicka or 2295 Stamina.
    • Morph: Increased cost, but always deals damage to nearby enemies increasing based on missing health.
    • Call down lightning to strike an enemy, dealing 870 1161 Shock Damage and 695 999 Shock Damage to nearby enemies which increases by up to 50% more based on missing health.
    • This ability has a higher chance to apply the Concussed status effect.
    1161 + 999 aoe all the time makes the total damage equal to ranged spammables (2160), similar to Wield Soul + Sorc Class script; trades higher upfront DMG and a named buff for higher cleave, execute damage, and concuss chance. Also 108 w/s damage for slotting.
    Edited by MashmalloMan on August 29, 2025 4:55PM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    randconfig wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Honestly, I agree. They should revert the duration nerf and leave the threshold at 20% hp. It was a unique execute, and it wasn't overpowered, especially compared with Templar beam execute which does insane damage...

    You need to do SOMETHING with one of the redundant morphs, though. This is a classic scenario of two skills that do basically the same thing, neither of which is particularly strong or interesting.

    The sustain morph needs to be turned into a spammable and/or a better actual execute ability for PvE (because this skill has always been dogwater for PvE and PvE Sorcs shouldn't be made to pay for the kill-stealing crimes of PvP Sorcs).

    Basically my thought process with my above comment, Wrath becomes a bit better, but Endless Fury becomes a spammable or instant execute. Right now they're way too similar, and the only place they're used in "competitive" content is kill stealing in PvP.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Arvedia
    Arvedia
    ✭✭
    randconfig wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Honestly, I agree. They should revert the duration nerf and leave the threshold at 20% hp. It was a unique execute, and it wasn't overpowered, especially compared with Templar beam execute which does insane damage...

    You need to do SOMETHING with one of the redundant morphs, though. This is a classic scenario of two skills that do basically the same thing, neither of which is particularly strong or interesting.

    The sustain morph needs to be turned into a spammable and/or a better actual execute ability for PvE (because this skill has always been dogwater for PvE and PvE Sorcs shouldn't be made to pay for the kill-stealing crimes of PvP Sorcs).

    A lightning based, actual spammable with a somewhat decent animation would be so cool. I wish we get one eventually in the future so that we don’t have to rely on multiclass or weapon skills anymore as a sorc ... well, magsorc in that regard.
    Edited by Arvedia on August 18, 2025 12:19PM
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    madmufffin wrote: »
    madmufffin wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Having two identical morphs is stupid. You can easily keep 1 of them in line with the unique delayed burst and make another one a more traditional execute or something like you mentioned in your rework that is an attack modifier. Having them both do basically the same thing and be terrible isn't good for the skill. Regardless of what is done, the threshold for the execute needs to be bumped up to 33%.

    Yeah Its remnants of the old days with the mag return, same thing with the resource return overload.

    Executioner
    0.54223 dmg/wd at 100% hp
    2.71115 dmg/wd at 0%
    at 20% executioner hits for 0.54223*(100%+240%) = 1.843582 dmg/wd

    Fury
    0.40675 dmg/wd + 1.4914 dmg/wd under 20% == 1.89815 dmg/wd

    The damage is still relevant, but the low 20% window was originally chosen for the 4s timeable version to pair with curse and frags. So if they upped the 20% to 33% you would have to readjust to compensate. Lets try your 33% against executioner
    at 33% executioner hits for 0.54223*(100%+136%) = 1.28 dmg/wd which is basically a dizzy swing. If we bump fury up to 33% it basically will have to be cut down in damage to tooltip the same as dizzy swing.

    IMO you shouldn't have the timed delay if we have a changing scale based on the enemy's hp. So if you did make another morph be a generic skill than youd be looking at copying impale's 25% and scaling up to 330%

    The cast animation being as awful as it is is justification enough for it to be overtuned.

    The animation is an instant cast, it is no different than any other instant cast. It plays and cancels the same. Just remember that secretly it is a projectile skill.
    randconfig wrote: »
    randconfig wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Honestly, I agree. They should revert the duration nerf and leave the threshold at 20% hp. It was a unique execute, and it wasn't overpowered, especially compared with Templar beam execute which does insane damage...

    You need to do SOMETHING with one of the redundant morphs, though. This is a classic scenario of two skills that do basically the same thing, neither of which is particularly strong or interesting.

    The sustain morph needs to be turned into a spammable and/or a better actual execute ability for PvE (because this skill has always been dogwater for PvE and PvE Sorcs shouldn't be made to pay for the kill-stealing crimes of PvP Sorcs).

    I've always wanted Storm Calling skill line to have an ability where you could continuously channel lightning into the air, causing lightning to strike nearby enemies periodically, just like some NPCs have in the game. Would be cool to change the other morph to do something interesting like that.

    Or maybe it would be an AoE detonate, where you stack static charges on enemies every-time you deal lightning damage, up to three charges, and then when you cast the ability, all nearby enemies with 3 charges are struck by lightning.

    Ultimately though, I agree that that morph needs a buff too. Also why does Boundless storm still have 5m range.... At least make it melee range 7m.

    Honestly not a bad idea for a liquid lightning morph. Just have a channel aoe lightning strike, but that is more in the realm of ultimate sounding.

    Remember originally skills were supposed to be fairly simple and straight forward early in the skill lines and then have your last skill more crazy and visually impactful. Game design wise this was to cut out on the bloat and rampant animation spam......Zos seems to have lost this concept over the years. Now you look at proc sets or newer classes and youd think practically every animation looks like an ultimate.

    Kinda sad, the early days of the game were so much clearer visually. No wonder new players are getting lost in the sauce.
    We should use the insightful and awesome buttons more
  • Zyaneth_Bal
    Zyaneth_Bal
    ✭✭✭✭✭
    randconfig wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Honestly, I agree. They should revert the duration nerf and leave the threshold at 20% hp. It was a unique execute, and it wasn't overpowered, especially compared with Templar beam execute which does insane damage...

    You need to do SOMETHING with one of the redundant morphs, though. This is a classic scenario of two skills that do basically the same thing, neither of which is particularly strong or interesting.

    The sustain morph needs to be turned into a spammable and/or a better actual execute ability for PvE (because this skill has always been dogwater for PvE and PvE Sorcs shouldn't be made to pay for the kill-stealing crimes of PvP Sorcs).
    Even sometimes being used for such a silly reason as kill-stealing in bg it remained by far the weakest execute in the game. In fact, by now the skill might have been dead for most of the game’s lifespan like a number of other sorc skills. Not to mention that kill-stealing can’t occur anymore because there are no longer 3 teams in bg (bring old bg back)
    Edited by Zyaneth_Bal on August 21, 2025 2:09AM
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    randconfig wrote: »
    randconfig wrote: »
    The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.

    I understand why, but we shouldn't be doing this type of adjustment.

    The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.

    For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.

    Honestly, I agree. They should revert the duration nerf and leave the threshold at 20% hp. It was a unique execute, and it wasn't overpowered, especially compared with Templar beam execute which does insane damage...

    You need to do SOMETHING with one of the redundant morphs, though. This is a classic scenario of two skills that do basically the same thing, neither of which is particularly strong or interesting.

    The sustain morph needs to be turned into a spammable and/or a better actual execute ability for PvE (because this skill has always been dogwater for PvE and PvE Sorcs shouldn't be made to pay for the kill-stealing crimes of PvP Sorcs).
    Even sometimes being used for such a silly reason as kill-stealing in bg it remained by far the weakest execute in the game. In fact, by now the skill might have been dead for most of the game’s lifespan like a number of other sorc skills. Not to mention that kill-stealing can’t occur anymore because there are no longer 3 teams in bg (bring old bg back)

    I ran the numbers above in one of my posts. Damage wise it is on par at the same % as other executes. However its the matter of getting there within the next 2 gcds.

    I think mages wrath should be on the dark magic skill line though since it was always used with the crystal frags traditional magsorc playstyle more than stamsorc
    Edited by MincMincMinc on August 21, 2025 8:30PM
    We should use the insightful and awesome buttons more
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    The animation is an instant cast, it is no different than any other instant cast. It plays and cancels the same. Just remember that secretly it is a projectile skill.

    Not exactly, instant just means what's suppose to happen, happens when you press the key instead of requiring a channel or cast time first. It does not mean it instantly lands. Wrecking Blow has a 0.8s cast time, then instantly hits. Fury has a 0.0s cast time, but has a massive delay before it hits, even in melee range.

    There's 2 terms important here I'll use:
    1. Projectile Speed (PS) = speed at which the projectile travels through the air to your target, eg, 28 meters per second.
    2. Minimum projectile travel time (MPTT) = a locked in time that the projectile must complete before landing, even if the caster is right on top of the target. This is implemented case by case, most likely as a balancing/counterplay design choice.

    MPTT is the reason why some players may prefer a melee over a ranged playstyle without realizing it. Why does Impale feel less reliable than Killer's Blade for a melee player? Why does your instant Frag miss more often than not when following up Streak vs something like Executioner? Why is Mage's Fury the absolute worst feeling execute in the game outside of spamming it from a back of zerg back when it had a 5s duration? MPTT is why.

    From my memory of like 2016 patch notes, a general feeling, and some light testing, the average MPTT is between 0.2s to 0.3s. This whole MPTT thing is why not all instant ranged abilites feel equally as satisifying to cast, most likely because not all ranged skills have the same travel time or animations, thus the hit detection can feel weird, and even effect your weaving. Something like Crushing Shock has historically been praised, while Swallow Soul has been complained about as a good example.

    ydvlfnymb1ql.png

    Give or take some mileseconds, human input, and ping, you can work out what's going on here. Keep in mind to -1s between each damage instance to get the actual delays due to the Global Cooldown. Also, I did not do this multiple times, nor did I use a macro, these would be required to get more accurate numbers.
    • Impale has 0.3s MPTT vs the instant 0.0s hit of Killer's Blade.
    • Crystal Frag has 0.5s MPTT, making it 0.2s slower than Impale, and based on the 1.1s it took to land at 28m, it travels at 25m a second.
    • Mage's Fury has 0.8s MPTT, at 28m it does not change so it does not seem to have PS at all or if it does, it's insanely fast to give the appearance of the damage teleporting. My guess is it's just insanely fast so that it can still be absorbed by something like Ball of Lightning. If it actually teleported to the caster, then BOL wouldn't work, although I haven't actually tested this.

    This is why Mage's Fury feels bad the closer you are to your target, because it doesn't land any easier, it just makes it easier to counter.

    Imagine a situation where you Fossilze, then follow up with Executioner, Killer's Blade, or Whirling Blades, the target would have about 1.0s to react, replace that with Mage's Fury and they have 1.8s, +80% more time to break free, and roll dodge. This is why despite being conceptually a cool ability I'd love to use even though I find it very weak, I can't, it's just way too unreliable.

    If I were to improve the feeling, I'd start by lowering the MPTT from 0.8s to 0.3s, then introducing a real PS so range matters. Frag's feels quite slow, and even it takes 1.1s at 28m meaning Mage's Fury only becomes beneficial at 20m or above.
    Edited by MashmalloMan on August 25, 2025 5:21AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • randconfig
    randconfig
    ✭✭✭✭✭
    The animation is an instant cast, it is no different than any other instant cast. It plays and cancels the same. Just remember that secretly it is a projectile skill.

    Not exactly, instant just means what's suppose to happen, happens when you press the key instead of requiring a channel or cast time first. It does not mean it instantly lands. Wrecking Blow has a 0.8s cast time, then instantly hits. Fury has a 0.0s cast time, but has a massive delay before it hits, even in melee range.

    There's 2 terms important here I'll use:
    1. Projectile Speed (PS) = speed at which the projectile travels through the air to your target, eg, 28 meters per second.
    2. Minimum projectile travel time (MPTT) = a locked in time that the projectile must complete before landing, even if the caster is right on top of the target. This is implemented case by case, most likely as a balancing/counterplay design choice.

    MPTT is the reason why some players may prefer a melee over a ranged playstyle without realizing it. Why does Impale feel less reliable than Killer's Blade for a melee player? Why does your instant Frag miss more often than not when following up Streak vs something like Executioner? Why is Mage's Fury the absolute worst feeling execute in the game outside of spamming it from a back of zerg back when it had a 5s duration? MPTT is why.

    From my memory of like 2016 patch notes, a general feeling, and some light testing, the average MPTT is between 0.2s to 0.3s. This whole MPTT thing is why not all instant ranged abilites feel equally as satisifying to cast, most likely because not all ranged skills have the same travel time or animations, thus the hit detection can feel weird, and even effect your weaving. Something like Crushing Shock has historically been praised, while Swallow Soul has been complained about as a good example.

    ydvlfnymb1ql.png

    Give or take some mileseconds, human input, and ping, you can work out what's going on here. Keep in mind to -1s between each damage instance to get the actual delays due to the Global Cooldown. Also, I did not do this multiple times, nor did I use a macro, these would be required to get more accurate numbers.
    • Impale has 0.3s MPTT vs the instant 0.0s hit of Killer's Blade.
    • Crystal Frag has 0.5s MPTT, making it 0.2s slower than Impale, and based on the 1.1s it took to land at 28m, it travels at 25m a second.
    • Mage's Fury has 0.8s MPTT, at 28m it does not change so it does not seem to have PS at all or if it does, it's insanely fast to give the appearance of the damage teleporting. My guess is it's just insanely fast so that it can still be absorbed by something like Ball of Lightning. If it actually teleported to the caster, then BOL wouldn't work, although I haven't actually tested this.

    This is why Mage's Fury feels bad the closer you are to your target, because it doesn't land any easier, it just makes it easier to counter.

    Imagine a situation where you Fossilze, then follow up with Executioner, Killer's Blade, or Whirling Blades, the target would have about 1.0s to react, replace that with Mage's Fury and they have 1.8s, +80% more time to break free, and roll dodge. This is why despite being conceptually a cool ability I'd love to use even though I find it very weak, I can't, it's just way too unreliable.

    If I were to improve the feeling, I'd start by lowering the MPTT from 0.8s to 0.3s, then introducing a real PS so range matters. Frag's feels quite slow, and even it takes 1.1s at 28m meaning Mage's Fury only becomes beneficial at 20m or above.

    Always knew this was the case from experience, but the way you lay it out here and the term MPTT is very informative. Certainly more reason for why Mage's Fury is underperforming compared to all out executes and in need of a major buff or nerf revert.
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • RebornV3x
    RebornV3x
    ✭✭✭✭✭
    I remember a thread a few years ago where Mages Wraith and its morphs were technically the worst execute in the game I still think that's the case and with subclassing the skill is buried and dead now. The only way for the skill to have any relevance is if the execute damage starts at 25%.
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • randconfig
    randconfig
    ✭✭✭✭✭
    RebornV3x wrote: »
    I remember a thread a few years ago where Mages Wraith and its morphs were technically the worst execute in the game I still think that's the case and with subclassing the skill is buried and dead now. The only way for the skill to have any relevance is if the execute damage starts at 25%.

    25% is still far too low to make the ability useful after the 2 seconds nerf to do the duration. Definitely agree it needs buffed though, or for the duration nerf to be reverted.
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭✭
    The animation is an instant cast, it is no different than any other instant cast. It plays and cancels the same. Just remember that secretly it is a projectile skill.

    Not exactly, instant just means what's suppose to happen, happens when you press the key instead of requiring a channel or cast time first. It does not mean it instantly lands. Wrecking Blow has a 0.8s cast time, then instantly hits. Fury has a 0.0s cast time, but has a massive delay before it hits, even in melee range.

    There's 2 terms important here I'll use:
    1. Projectile Speed (PS) = speed at which the projectile travels through the air to your target, eg, 28 meters per second.
    2. Minimum projectile travel time (MPTT) = a locked in time that the projectile must complete before landing, even if the caster is right on top of the target. This is implemented case by case, most likely as a balancing/counterplay design choice.

    MPTT is the reason why some players may prefer a melee over a ranged playstyle without realizing it. Why does Impale feel less reliable than Killer's Blade for a melee player? Why does your instant Frag miss more often than not when following up Streak vs something like Executioner? Why is Mage's Fury the absolute worst feeling execute in the game outside of spamming it from a back of zerg back when it had a 5s duration? MPTT is why.

    From my memory of like 2016 patch notes, a general feeling, and some light testing, the average MPTT is between 0.2s to 0.3s. This whole MPTT thing is why not all instant ranged abilites feel equally as satisifying to cast, most likely because not all ranged skills have the same travel time or animations, thus the hit detection can feel weird, and even effect your weaving. Something like Crushing Shock has historically been praised, while Swallow Soul has been complained about as a good example.

    ydvlfnymb1ql.png

    Give or take some mileseconds, human input, and ping, you can work out what's going on here. Keep in mind to -1s between each damage instance to get the actual delays due to the Global Cooldown. Also, I did not do this multiple times, nor did I use a macro, these would be required to get more accurate numbers.
    • Impale has 0.3s MPTT vs the instant 0.0s hit of Killer's Blade.
    • Crystal Frag has 0.5s MPTT, making it 0.2s slower than Impale, and based on the 1.1s it took to land at 28m, it travels at 25m a second.
    • Mage's Fury has 0.8s MPTT, at 28m it does not change so it does not seem to have PS at all or if it does, it's insanely fast to give the appearance of the damage teleporting. My guess is it's just insanely fast so that it can still be absorbed by something like Ball of Lightning. If it actually teleported to the caster, then BOL wouldn't work, although I haven't actually tested this.

    This is why Mage's Fury feels bad the closer you are to your target, because it doesn't land any easier, it just makes it easier to counter.

    Imagine a situation where you Fossilze, then follow up with Executioner, Killer's Blade, or Whirling Blades, the target would have about 1.0s to react, replace that with Mage's Fury and they have 1.8s, +80% more time to break free, and roll dodge. This is why despite being conceptually a cool ability I'd love to use even though I find it very weak, I can't, it's just way too unreliable.

    If I were to improve the feeling, I'd start by lowering the MPTT from 0.8s to 0.3s, then introducing a real PS so range matters. Frag's feels quite slow, and even it takes 1.1s at 28m meaning Mage's Fury only becomes beneficial at 20m or above.

    This is insanely insightful and explains a lot why whenever I used fury/wrath it always shows up with "dodged" or "missed". my ping (minimum 300ms, typically closer to 400-500ms) + the GCD of 1 second + the 0.8s MPTT essentially meant that anyone I cast it on had a minimum 2.1 second window to dodge roll my "execute". No wonder it never hit anything. Even with my horrible ping, I would have enough time to break free and dodge roll that execute cast, without needing slippery champion point slottable...

    100% agree on reducing the MPTT of fury.

    Also interesting on frags MPTT too, always felt unreliable compared to crushing shock unless the target was stunned or not paying attention, now I know why. It basically has the same dodge window that fury does when I cast it with my ping.

    Also explains why I've wanted to make melee magsorc work this whole time, true instant abilities (basically all melee abilities without a built in cast time) have always been super reliable for those with high ping than ranged abilities (outside of specifically force pulse/morphs), especially those with long MPTT.
  • BasP
    BasP
    ✭✭✭✭✭
    randconfig wrote: »
    RebornV3x wrote: »
    I remember a thread a few years ago where Mages Wraith and its morphs were technically the worst execute in the game I still think that's the case and with subclassing the skill is buried and dead now. The only way for the skill to have any relevance is if the execute damage starts at 25%.

    25% is still far too low to make the ability useful after the 2 seconds nerf to do the duration. Definitely agree it needs buffed though, or for the duration nerf to be reverted.

    Personally, I wouldn't mind a 25% execute threshold as long as the damage would be buffed significantly as well (for PvE at least). I think MashmalloMan's reworked Mage's Wrath would definitely be worth using, for example.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    The animation is an instant cast, it is no different than any other instant cast. It plays and cancels the same. Just remember that secretly it is a projectile skill.

    Not exactly, instant just means what's suppose to happen, happens when you press the key instead of requiring a channel or cast time first. It does not mean it instantly lands. Wrecking Blow has a 0.8s cast time, then instantly hits. Fury has a 0.0s cast time, but has a massive delay before it hits, even in melee range.

    There's 2 terms important here I'll use:
    1. Projectile Speed (PS) = speed at which the projectile travels through the air to your target, eg, 28 meters per second.
    2. Minimum projectile travel time (MPTT) = a locked in time that the projectile must complete before landing, even if the caster is right on top of the target. This is implemented case by case, most likely as a balancing/counterplay design choice.

    MPTT is the reason why some players may prefer a melee over a ranged playstyle without realizing it. Why does Impale feel less reliable than Killer's Blade for a melee player? Why does your instant Frag miss more often than not when following up Streak vs something like Executioner? Why is Mage's Fury the absolute worst feeling execute in the game outside of spamming it from a back of zerg back when it had a 5s duration? MPTT is why.

    From my memory of like 2016 patch notes, a general feeling, and some light testing, the average MPTT is between 0.2s to 0.3s. This whole MPTT thing is why not all instant ranged abilites feel equally as satisifying to cast, most likely because not all ranged skills have the same travel time or animations, thus the hit detection can feel weird, and even effect your weaving. Something like Crushing Shock has historically been praised, while Swallow Soul has been complained about as a good example.

    Were those CMX images from this patch? It may help to include your costs and abilities used to show when the abilites "cast".

    But yes i suppose instant cast is a very misleading label. As the cast is "instant", but for projectiles they are far from being actually instant as you described well.

    I think a lot of players have been moving or leaning towards melee for this fact that the ranged playstyle is dying out. Speed has power crept so far that the advantage of kiting is practically lost. Animations are rampant in the game and overly expressive making it harder to watch and time the PS and MPTT against opponents you sometimes can't even see their character model due to procs and animations wiggling their character. Probably also doesn't help that subclassing pushing players towards animal's deep fissure and assassin surprise attack, luckily jabs hardly works so we at least aren't seeing that everywhere like people were worried about with pelican's setup spreading early on in PvP.
    We should use the insightful and awesome buttons more
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    The animation is an instant cast, it is no different than any other instant cast. It plays and cancels the same. Just remember that secretly it is a projectile skill.

    Not exactly, instant just means what's suppose to happen, happens when you press the key instead of requiring a channel or cast time first. It does not mean it instantly lands. Wrecking Blow has a 0.8s cast time, then instantly hits. Fury has a 0.0s cast time, but has a massive delay before it hits, even in melee range.

    There's 2 terms important here I'll use:
    1. Projectile Speed (PS) = speed at which the projectile travels through the air to your target, eg, 28 meters per second.
    2. Minimum projectile travel time (MPTT) = a locked in time that the projectile must complete before landing, even if the caster is right on top of the target. This is implemented case by case, most likely as a balancing/counterplay design choice.

    MPTT is the reason why some players may prefer a melee over a ranged playstyle without realizing it. Why does Impale feel less reliable than Killer's Blade for a melee player? Why does your instant Frag miss more often than not when following up Streak vs something like Executioner? Why is Mage's Fury the absolute worst feeling execute in the game outside of spamming it from a back of zerg back when it had a 5s duration? MPTT is why.

    From my memory of like 2016 patch notes, a general feeling, and some light testing, the average MPTT is between 0.2s to 0.3s. This whole MPTT thing is why not all instant ranged abilites feel equally as satisifying to cast, most likely because not all ranged skills have the same travel time or animations, thus the hit detection can feel weird, and even effect your weaving. Something like Crushing Shock has historically been praised, while Swallow Soul has been complained about as a good example.

    Were those CMX images from this patch? It may help to include your costs and abilities used to show when the abilites "cast".

    Yes, combat metrix.

    Take this as a loose test as I did not take a massive sample size, I did not intend to conclude the exact speeds, I just wanted to illustrate the general timing of different projectiles vs melee attacks. I didn't use macro's for automating exact 1s timing, and I rounded the timing to the nearest whole number, but I wouldn't be surprised if ZOS used odd numbers like "0.452s" instead of "0.4s".

    My guess is the actual times from combat metrix vary between 10-50ms. You can see this in the Killer's Blade test, shows 0.988s which shouldn't be possible with the 1s GCD, 12ms is so neglible, we can summize it was relatively instant. Same goes for Fury which shows 0.78s and 0.8s, probably.. maybe, coded as 0.8s.
    But yes i suppose instant cast is a very misleading label. As the cast is "instant", but for projectiles they are far from being actually instant as you described well.

    I think a lot of players have been moving or leaning towards melee for this fact that the ranged playstyle is dying out. Speed has power crept so far that the advantage of kiting is practically lost. Animations are rampant in the game and overly expressive making it harder to watch and time the PS and MPTT against opponents you sometimes can't even see their character model due to procs and animations wiggling their character. Probably also doesn't help that subclassing pushing players towards animal's deep fissure and assassin surprise attack, luckily jabs hardly works so we at least aren't seeing that everywhere like people were worried about with pelican's setup spreading early on in PvP.

    Oh yeah and I only used a few examples. Sorc has some pretty bad delays, but I bet that was all implemented in the beginning as a balancing decision for pure classing. Delayed burst was their thing. I'm sure Frag's is one of the worst in the game, I have a feeling Grim Focus is slightly faster but still slower than spammables like Impale. There's skills like Snipe (which can work to that playstyles favour), Skulls, and Cliff Racer as more obviously annoying to use skills.

    Actually Cliff Racer is an interesting one, I bet you it follows the same rule as Mage's Fury with no speed, only a minimum, because it spawns near your target instead of from the caster and funny enough, everyone hates the feeling of that skill too. I wonder why? :P

    I'm also curious how Crushing Shock works, to me, it feels like it's the same speed at any distance, probably around 0.2 - 0.3s, which is probably why it feels good to weave.

    Also, this whole thing is only hightened when you consider how forgiving dodge rolling is for the dodger instead of the attacker. This is just a feeling, not tested, but my theory is if your target dodges at any point during the time your projectile is in the air, the entire attack will be dodged.

    Imagine you see your target dodge 28m away, you cast Frags mid dodge roll animation, it takes 1.1s to get to the target and by the time it does, they already completed their dodge 0.5s in the past, they're clearly standing upright. Despite this, you see/hear Frags hit yet it's dodged when they're not dodging. This doesn't apply to channels like Radiant Oppression as skills like this seem to redo the hit detection every tick or the entire skill would be useless. I bet this same thing happens with Flurry.
    Edited by MashmalloMan on August 26, 2025 7:42AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    The animation is an instant cast, it is no different than any other instant cast. It plays and cancels the same. Just remember that secretly it is a projectile skill.

    Not exactly, instant just means what's suppose to happen, happens when you press the key instead of requiring a channel or cast time first. It does not mean it instantly lands. Wrecking Blow has a 0.8s cast time, then instantly hits. Fury has a 0.0s cast time, but has a massive delay before it hits, even in melee range.

    There's 2 terms important here I'll use:
    1. Projectile Speed (PS) = speed at which the projectile travels through the air to your target, eg, 28 meters per second.
    2. Minimum projectile travel time (MPTT) = a locked in time that the projectile must complete before landing, even if the caster is right on top of the target. This is implemented case by case, most likely as a balancing/counterplay design choice.

    MPTT is the reason why some players may prefer a melee over a ranged playstyle without realizing it. Why does Impale feel less reliable than Killer's Blade for a melee player? Why does your instant Frag miss more often than not when following up Streak vs something like Executioner? Why is Mage's Fury the absolute worst feeling execute in the game outside of spamming it from a back of zerg back when it had a 5s duration? MPTT is why.

    From my memory of like 2016 patch notes, a general feeling, and some light testing, the average MPTT is between 0.2s to 0.3s. This whole MPTT thing is why not all instant ranged abilites feel equally as satisifying to cast, most likely because not all ranged skills have the same travel time or animations, thus the hit detection can feel weird, and even effect your weaving. Something like Crushing Shock has historically been praised, while Swallow Soul has been complained about as a good example.

    Were those CMX images from this patch? It may help to include your costs and abilities used to show when the abilites "cast".

    Yes, combat metrix.

    Take this as a loose test as I did not take a massive sample size, I did not intend to conclude the exact speeds, I just wanted to illustrate the general timing of different projectiles vs melee attacks. I didn't use macro's for automating exact 1s timing, and I rounded the timing to the nearest whole number, but I wouldn't be surprised if ZOS used odd numbers like "0.452s" instead of "0.4s".

    My guess is the actual times from combat metrix vary between 10-50ms. You can see this in the Killer's Blade test, shows 0.988s which shouldn't be possible with the 1s GCD, 12ms is so neglible, we can summize it was relatively instant. Same goes for Fury which shows 0.78s and 0.8s, probably.. maybe, coded as 0.8s.
    But yes i suppose instant cast is a very misleading label. As the cast is "instant", but for projectiles they are far from being actually instant as you described well.

    I think a lot of players have been moving or leaning towards melee for this fact that the ranged playstyle is dying out. Speed has power crept so far that the advantage of kiting is practically lost. Animations are rampant in the game and overly expressive making it harder to watch and time the PS and MPTT against opponents you sometimes can't even see their character model due to procs and animations wiggling their character. Probably also doesn't help that subclassing pushing players towards animal's deep fissure and assassin surprise attack, luckily jabs hardly works so we at least aren't seeing that everywhere like people were worried about with pelican's setup spreading early on in PvP.

    Oh yeah and I only used a few examples. Sorc has some pretty bad delays, but I bet that was all implemented in the beginning as a balancing decision for pure classing. Delayed burst was their thing. I'm sure Frag's is one of the worst in the game, I have a feeling Grim Focus is slightly faster but still slower than spammables like Impale. There's skills like Snipe (which can work to that playstyles favour), Skulls, and Cliff Racer as more obviously annoying to use skills.

    Actually Cliff Racer is an interesting one, I bet you it follows the same rule as Mage's Fury with no speed, only a minimum, because it spawns near your target instead of from the caster and funny enough, everyone hates the feeling of that skill too. I wonder why? :P

    I'm also curious how Crushing Shock works, to me, it feels like it's the same speed at any distance, probably around 0.2 - 0.3s, which is probably why it feels good to weave.

    Also, this whole thing is only hightened when you consider how forgiving dodge rolling is for the dodger instead of the attacker. This is just a feeling, not tested, but my theory is if your target dodges at any point during the time your projectile is in the air, the entire attack will be dodged.

    Imagine you see your target dodge 28m away, you cast Frags mid dodge roll animation, it takes 1.1s to get to the target and by the time it does, they already completed their dodge 0.5s in the past, they're clearly standing upright. Despite this, you see/hear Frags hit yet it's dodged when they're not dodging. This doesn't apply to channels like Radiant Oppression as skills like this seem to redo the hit detection every tick or the entire skill would be useless. I bet this same thing happens with Flurry.

    Dodge has been bad for years or almost a decade now. I mean it took them like 3 years to fix the bow dodge roll timing. Where you get the bonus at the end of dodge roll.....but the dodge roll end flag happened like a whole second after your character stood back up and was already running. Then look at the I-frames, they hardly line up with the animation. There are plenty of times when you initiate dodge roll, but still get hit....on the flip side you are practically standing up and will still dodge attacks. The I-frames should ideally be shifted directly at the initiation point of roll dodge, but end as your character starts to stand up.

    Movement speed is so far power crept, but now people are too a comfortable with it. Kinda like how frogs will jump out of a hot pan if you throw them in it, but if you slowly introduce heat over time they wont care. I already gave my thoughts in this thread Movement speed must be addressed Basically all of the sources in the game should probably be halved. The issue comes that the world/map doesnt power creep in size or distance. Neither do skill ranges and projectile speeds. Its not like a trial boss's healthbar where we can just 10x it to account for more damage.

    Really these projectile mechanics will only feel good if they are sync'd with the animations. Like the damage of mages fury should happen when the lightning touches down for example.
    We should use the insightful and awesome buttons more
  • gc0018
    gc0018
    ✭✭✭
    Just remove the Mages' Fury and change Storm Calling into Buff Calling. problem solved.
    Images not allowed, sad
  • Zyaneth_Bal
    Zyaneth_Bal
    ✭✭✭✭✭
    Turtle_Bot wrote: »
    The animation is an instant cast, it is no different than any other instant cast. It plays and cancels the same. Just remember that secretly it is a projectile skill.

    Not exactly, instant just means what's suppose to happen, happens when you press the key instead of requiring a channel or cast time first. It does not mean it instantly lands. Wrecking Blow has a 0.8s cast time, then instantly hits. Fury has a 0.0s cast time, but has a massive delay before it hits, even in melee range.

    There's 2 terms important here I'll use:
    1. Projectile Speed (PS) = speed at which the projectile travels through the air to your target, eg, 28 meters per second.
    2. Minimum projectile travel time (MPTT) = a locked in time that the projectile must complete before landing, even if the caster is right on top of the target. This is implemented case by case, most likely as a balancing/counterplay design choice.

    MPTT is the reason why some players may prefer a melee over a ranged playstyle without realizing it. Why does Impale feel less reliable than Killer's Blade for a melee player? Why does your instant Frag miss more often than not when following up Streak vs something like Executioner? Why is Mage's Fury the absolute worst feeling execute in the game outside of spamming it from a back of zerg back when it had a 5s duration? MPTT is why.

    From my memory of like 2016 patch notes, a general feeling, and some light testing, the average MPTT is between 0.2s to 0.3s. This whole MPTT thing is why not all instant ranged abilites feel equally as satisifying to cast, most likely because not all ranged skills have the same travel time or animations, thus the hit detection can feel weird, and even effect your weaving. Something like Crushing Shock has historically been praised, while Swallow Soul has been complained about as a good example.

    ydvlfnymb1ql.png

    Give or take some mileseconds, human input, and ping, you can work out what's going on here. Keep in mind to -1s between each damage instance to get the actual delays due to the Global Cooldown. Also, I did not do this multiple times, nor did I use a macro, these would be required to get more accurate numbers.
    • Impale has 0.3s MPTT vs the instant 0.0s hit of Killer's Blade.
    • Crystal Frag has 0.5s MPTT, making it 0.2s slower than Impale, and based on the 1.1s it took to land at 28m, it travels at 25m a second.
    • Mage's Fury has 0.8s MPTT, at 28m it does not change so it does not seem to have PS at all or if it does, it's insanely fast to give the appearance of the damage teleporting. My guess is it's just insanely fast so that it can still be absorbed by something like Ball of Lightning. If it actually teleported to the caster, then BOL wouldn't work, although I haven't actually tested this.

    This is why Mage's Fury feels bad the closer you are to your target, because it doesn't land any easier, it just makes it easier to counter.

    Imagine a situation where you Fossilze, then follow up with Executioner, Killer's Blade, or Whirling Blades, the target would have about 1.0s to react, replace that with Mage's Fury and they have 1.8s, +80% more time to break free, and roll dodge. This is why despite being conceptually a cool ability I'd love to use even though I find it very weak, I can't, it's just way too unreliable.

    If I were to improve the feeling, I'd start by lowering the MPTT from 0.8s to 0.3s, then introducing a real PS so range matters. Frag's feels quite slow, and even it takes 1.1s at 28m meaning Mage's Fury only becomes beneficial at 20m or above.

    This is insanely insightful and explains a lot why whenever I used fury/wrath it always shows up with "dodged" or "missed". my ping (minimum 300ms, typically closer to 400-500ms) + the GCD of 1 second + the 0.8s MPTT essentially meant that anyone I cast it on had a minimum 2.1 second window to dodge roll my "execute". No wonder it never hit anything. Even with my horrible ping, I would have enough time to break free and dodge roll that execute cast, without needing slippery champion point slottable...

    100% agree on reducing the MPTT of fury.

    Also interesting on frags MPTT too, always felt unreliable compared to crushing shock unless the target was stunned or not paying attention, now I know why. It basically has the same dodge window that fury does when I cast it with my ping.

    Also explains why I've wanted to make melee magsorc work this whole time, true instant abilities (basically all melee abilities without a built in cast time) have always been super reliable for those with high ping than ranged abilities (outside of specifically force pulse/morphs), especially those with long MPTT.
    Frags received min travel time a very long while ago but there actually was time when it had none and distance actually held meaning which added another layer of depth imo.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minimum Travel Times, Cast Times on ultimates... things that the game never needed yet here we are dealing with them and their baggage anyway.
  • randconfig
    randconfig
    ✭✭✭✭✭
    Minimum Travel Times, Cast Times on ultimates... things that the game never needed yet here we are dealing with them and their baggage anyway.

    Personally I think these minor adjustments to abilities make sense, as they let the ability animation play out correctly, making the game better visually. A lot of people point out how the minimum travel time makes this ability feel bad to use, but the issue isn't the minimum travel time being so great, it's that the ability itself is so underwhelming/doesn't last long enough to feel good to use.

    When they finally buffed the damage and added the corpse mechanic to Flame Skull necromancer grave lord ability, it went from being a meme to being a class staple ability, despite having the long minimum travel time.

    Mage's Wrath was already a class staple ability when it's duration was 4seconds, the 2 seconds duration nerf is the reason the ability is trash now. The only way they could make this work is if the base damage of Mage's Wrath was equal to a standard spammable class ability, and the 2 second execute bonus damage was left in place.

    I'm fine with either, revert the duration nerf to bring it back to 4 seconds, or buff the base damage to be equal to a spammable single target ability in addition to the 2 second execute bonus.
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
Sign In or Register to comment.