I think the biggest concern and question I have is will entire skill lines be removed. Like is sorc''s lightning going from sorc to Warden to fit the nature theme?
I think they expect everyone to use Soul of the Flame and it restores both resources. With SotF, Combustion and Take Flight you can sustain on both max stam and max mag specs.
I think the biggest concern and question I have is will entire skill lines be removed. Like is sorc''s lightning going from sorc to Warden to fit the nature theme?
Greek_Hellspawn wrote: »If the new warden theme is seasons and sorc is daedra/summons, then it kinda makes sense to trade animal companions and storm calling.
This way warden now has winter spring and generally more weathery theme.
And sorc now has more lines to play around the summoning theme.
Of course they would have to adapt the animations of each skill line to better fit the classes.
Greek_Hellspawn wrote: »If the new warden theme is seasons and sorc is daedra/summons, then it kinda makes sense to trade animal companions and storm calling.
This way warden now has winter spring and generally more weathery theme.
And sorc now has more lines to play around the summoning theme.
Of course they would have to adapt the animations of each skill line to better fit the classes.
I believe many Sorcerer players won't welcome a strengthening of the Sorcerer summoning theme, especially given the current poor pet system. Forcibly enhancing the summoning theme will only make more people dislike this playstyle.
Currently, ESO's pet system has several shortcomings:
1. Lack of interaction: Whether Sorcerer or Warden, pets' active and passive abilities are primarily offensive, with few other abilities, making players feel a lack of interaction with their pets. Twilight Matriarch is one of the few due to her active ability is to heal multiple targets. I personally think this is the most successful pet design.
2. The pet system lacks compatibility: Pets need to occupy two slots, and for a sorc, the pet build requires 6 slots, 4 for permanent pets, 1 for Daedric Prey, and 1 for Storm Atronach. Otherwise, there will be a serious loss of DPS. However, this not only seriously excludes the possibility of using other skills, but also makes the build monotonous. In addition, as mentioned earlier, pets lack interactivity, making the pet system even more boring.
3.Blocking vision: In some cases, pets will block the player's field of vision, resulting in a less than pleasant experience. Especially for Twilight and Maw of the Inferna, it would be great if we could find a solution that doesn't cancel the summon and doesn't block Vision.
4. Meaningless Waste and Burden: Resummoning a pet upon player death is extremely time-consuming and resource-intensive, but this waste severely impacts the endgame experience, especially when you finally manage to resummon your pet only to find your resources depleted. Furthermore, the reduced movement speed during pet summoning can lead to further death due to the inability to dodge.
Therefore, I would much rather see the reworked Sorcerer strengthen the shock and dark magic theme and be redefined as a Destruction Mage.
Personally, I'd prefer to emphasize Sorc's unique characteristics as a mage and free Sorc from the constraints of pets. I initially chose Sorc for its Destruction magic, such as lightning and dark magic, not to become a zookeeper wielding a dagger.
Greek_Hellspawn wrote: »Greek_Hellspawn wrote: »If the new warden theme is seasons and sorc is daedra/summons, then it kinda makes sense to trade animal companions and storm calling.
This way warden now has winter spring and generally more weathery theme.
And sorc now has more lines to play around the summoning theme.
Of course they would have to adapt the animations of each skill line to better fit the classes.
I believe many Sorcerer players won't welcome a strengthening of the Sorcerer summoning theme, especially given the current poor pet system. Forcibly enhancing the summoning theme will only make more people dislike this playstyle.
Currently, ESO's pet system has several shortcomings:
1. Lack of interaction: Whether Sorcerer or Warden, pets' active and passive abilities are primarily offensive, with few other abilities, making players feel a lack of interaction with their pets. Twilight Matriarch is one of the few due to her active ability is to heal multiple targets. I personally think this is the most successful pet design.
2. The pet system lacks compatibility: Pets need to occupy two slots, and for a sorc, the pet build requires 6 slots, 4 for permanent pets, 1 for Daedric Prey, and 1 for Storm Atronach. Otherwise, there will be a serious loss of DPS. However, this not only seriously excludes the possibility of using other skills, but also makes the build monotonous. In addition, as mentioned earlier, pets lack interactivity, making the pet system even more boring.
3.Blocking vision: In some cases, pets will block the player's field of vision, resulting in a less than pleasant experience. Especially for Twilight and Maw of the Inferna, it would be great if we could find a solution that doesn't cancel the summon and doesn't block Vision.
4. Meaningless Waste and Burden: Resummoning a pet upon player death is extremely time-consuming and resource-intensive, but this waste severely impacts the endgame experience, especially when you finally manage to resummon your pet only to find your resources depleted. Furthermore, the reduced movement speed during pet summoning can lead to further death due to the inability to dodge.
Therefore, I would much rather see the reworked Sorcerer strengthen the shock and dark magic theme and be redefined as a Destruction Mage.
I totally agree with you, the only way i can think to make the summoning theme work is making every pet 1 slot.
It could be like every summon is essentially an ability doing it's effect then disappearing, like necromancer summons, or like current vengeance sorc.
This is also a concern for some players, because the new class descriptions emphasize the power of seasons for Wardens, potentially making them elementalists. Sorcerers, on the other hand, emphasize dark magic and daedra, making no mention of shock. Furthermore, the removal of poison damage from the New DK makes it difficult not to worry that other reworked classes will also be removed, or forced into some unconsensual build.

MashmalloMan wrote: »Why are people so quick to remove Physical damage over Magic damage for Sorc? I can't disagree more.
YandereGirlfriend wrote: »I know that the forum is against more "Beam-ification" of skills and playstyles but honestly if Sorcerer has to have a Beam-like skill then it should totally be like a channeled Chain Lightning that we have wanted for years and years.
MashmalloMan wrote: »Why are people so quick to remove Physical damage over Magic damage for Sorc? I can't disagree more.
So there are two primary reason I see physical as the thing most likely to be stripped out. The first, is dark magic specifically. Yes, you could very easily just convert it to shock damage and be done with it but from a thematic standpoint there's nothing particularly dark about shock damage so it kind of makes more sense as the more nebulous magic type.
The secondary reason is because of the number of skills in the sorcerer skill lines that deal physical damage. There's 4. DK lost poison and had 3 abilities that dealt poison damage iirc so similar numbers there, and it should be noted that dragon knight also lost all of it's physical damage not just poison.
So keeping those things in mind is why I think the two most likely outcomes here from your list would be 2 and 3
YandereGirlfriend wrote: »I mained a Stamina Sorcerer for years, but, in this era of hybridization, I do not have any particular nostalgia for generic Physical Damage.
It was a gameplay kludge solution that was needed at a particular moment in time... but that moment has now passed. Leave Physical Damage to the Weapon abilities where it makes the most sense.
Sorcerer is also going to have a clash with Templar (and Nightblade) over generic Magic Damage if Dark Magic is allowed to persist as Magic Damage. Those skills do not even synergize with the actual class passives, which is, IMO, a huge design flaw, particularly if we are trying to incentivize pureclassing.
IMO, the game needs fewer classes invested in these generic damage types. Only one class that currently exists makes any thematic sense whatsoever to affiliate with Shock Damage and that is the Sorcerer. We should lean into that rather than watering-down several classes with these generic types.
MashmalloMan wrote: »Why are people so quick to remove Physical damage over Magic damage for Sorc? I can't disagree more.
- Magic and Physical damage in ESO are vague, one size fits all, damage types that ZOS use to fit a multitude of element fantasies that don't as easily fit into Flame, Shock, Frost or Poison, Bleed, and Disease. The "Dark Magic" skill line is one of these instances, there is no "Dark" damage type, Magic damage fits, but so does Physical or Shock. They're interchangeable, the same way Dragonknight's use "Earth" and "Dragon" magic, yet Flame damage is what binds every line together for a better designed class. This same sentiment goes for Daedric Summoning, it could be any element, but because Sorc has an affinity for the Storm, the majority of the skills deal Physical or Shock damage.
- Sorcerer is 100% not losing Shock damage, it's not even a question because it's so integral to Sorc's visual and functional identity, the majority of skills use Shock and they have an entire line dedicated to being masters of the storm. Magic and Physical are more obvious candiates for the chopping block. Magic damage as described above is a vague element that Shock could easily replace without effecting the identity of Dark Magic or Daedric Summoning, the same way DK's Flame still works for Dragon and Earth abilities. If anything, Magic damage is stepping on the toes of Shock by competing for the same Magicka costing abilities with no passive connection from the very start of this game, Physical doesn't have that same problem. Passives like Implosion and Energized, unique stamina costing abilities that look and feel like nothing else, and an easy connection to Storm magic via the "air" side of that equation.
- If we're speaking from the perspective of what makes a healthy balance for element types on a class, I'd argue providing strong identity for one Magical and Martial type is the ideal approach, two Magical and no Martial makes little to no sense to me if we're having to pick between the 2 dynamics. It's unfortunate DK lost its martial side, but at the same time, it did feel very tacked on compared to Sorc's physical and there's many opportunities via future class reworks to bring it back in a more meaningful way. Arcanist's have green skills and the tomes could poison the caster/enemy. Nightblade is an assassin so applying poisons is not a stretch although bleed for their Blood Magic line would make the most sense. Warden with flora, fauna, and green abilities also makes sense, if they choose to move away from their Bleed damage. Physical I can't see going anywhere but Templar, but even then, it has a much weaker fantasy by fulfilling the holy/aesric side of magic, that is already being accomplished by their Magic damage type.
So in the end, I see 4 outcomes.
- Magic converted to Shock, Physical stays for stamina costing abilities. This is the most logical to me, you keep a Magical vs Martial dynamic, shock gets better representation allowing for easier passive combo's. Sets become easier to build around. This is ideal to me.
- Magic and Physical converts to Shock like DK. This is dissapointing, but acceptable because passives would get much stronger bonuses, and visual identity for the whole class would feel like a complete package. Sets would be easier to build around, I can make the logistical leap that my "air" magic deals Shock damage.
- All damage converted to Magic or Shock, Physical removed. This makes little sense to me because you'd be forcing Martial damage out of the class while separating Magical damage into 2 elements instead of one, forcing passives and combo's to be weaker and harder to build around.
- Keep things the same way Stamina abilities using Physical and Magicka using Magic or Shock. This feels like a mistake, it makes abilities like Curse, Frag, Mines, and Suppression Field weaker. Passives don't play well together or can't be interesting enough so you get generic ones like Amplitude. Magic doesn't make sense for Storm Calling, but Shock makes sense for Dark Magic. Daedric Summoning can go either way. This version just doesn't feel like a complete package and I'd expect them to move away from it.
So yeah option 1 in my opinion. 😆
MashmalloMan wrote: »What exactly is dark about magic damage? The answer is nothing, the dark part we recognise is from the purple crystals and glows the majority of those skills use which could easily turn into purple lightning for a more defined class look.. or stay the same purple as it already is, just deals Shock instead.
MashmalloMan wrote: »YandereGirlfriend wrote: »I mained a Stamina Sorcerer for years, but, in this era of hybridization, I do not have any particular nostalgia for generic Physical Damage.
It was a gameplay kludge solution that was needed at a particular moment in time... but that moment has now passed. Leave Physical Damage to the Weapon abilities where it makes the most sense.
Sorcerer is also going to have a clash with Templar (and Nightblade) over generic Magic Damage if Dark Magic is allowed to persist as Magic Damage. Those skills do not even synergize with the actual class passives, which is, IMO, a huge design flaw, particularly if we are trying to incentivize pureclassing.
IMO, the game needs fewer classes invested in these generic damage types. Only one class that currently exists makes any thematic sense whatsoever to affiliate with Shock Damage and that is the Sorcerer. We should lean into that rather than watering-down several classes with these generic types.
And thank you, this in combination with what I've already said.
You're right, there is nothing dark about magic damage but that wasn't the point I was trying to make. The point was that for the sake of expediency I don't think they're going to go out of their way to try to reimagine an entire skill line. Some individual skills sure, like I agree the aforementioned curse is totally probably going into the dark magic line as much like fire breath always should have been in draconic power, curse absolutely always should have been in dark magic but I don't think they're going to change the damage type, animations, skill names, and skill line name of an entire tree to fit changing the crystal theme to a lightning one.I think they're more likely to use what is already there as an existing base to draw inspiration from whenever they can for the sake of getting these reworks out faster.MashmalloMan wrote: »What exactly is dark about magic damage? The answer is nothing, the dark part we recognise is from the purple crystals and glows the majority of those skills use which could easily turn into purple lightning for a more defined class look.. or stay the same purple as it already is, just deals Shock instead.
Now having said that, as someone who prefers the shock theme and to be honest, who doesn't think the dark magic skill line even really makes sense in universe seeing as it only really exists in eso (crystal spells specifically, not the concept of dark magic.), I would be so happy to be wrong and having magic damage subsumed by shock and dark magic re-themed to lightning spells instead of crystals but in my mind currently, the thing that is protecting the crystal/magic theme of dark magic from going shock is the same thing that protects the lightning/shock theme of stormcalling from being overhauled to generic magic but if they want to take dark magic and give me shock curse, lightning runes, storm prison, ect, I'm all for it because you're right having one damage type as a throughline for the entire class would be helpful. "Dark magic" as a concept belongs necro and arcanist anyway, imo.
"Dark magic" as a concept belongs necro and arcanist anyway, imo.MashmalloMan wrote: »What exactly is dark about magic damage? The answer is nothing, the dark part we recognise is from the purple crystals and glows the majority of those skills use which could easily turn into purple lightning for a more defined class look.. or stay the same purple as it already is, just deals Shock instead.
"Dark magic" as a concept belongs necro and arcanist anyway, imo.
MashmalloMan wrote: »Dark Magic conceptually is so broad, I think there's a right and wrong way to do it and right now, it's wrong, so I understand the sentiment you feel. There's many effective ways to portray dark magic.
