The crystal magic is actually my favorite line in the sorcerer lines thematically and I have a character who is a sorcerer that her main magic is crystal magic and manipulation and I've been going crazy daydreaming Welkynd and Culanda based skill styles for that line for her so that would be the skill line of sorc that I'd be furious if it was cut because it would ruin one of my character's themes.
BretonMage wrote: »I’ll die on that hill but : Sorcerers ARE lightning.
The Sorcerer is the mage archetype of ESO. Not a faction, not a doctrine, not an organized order. In tes lore, a “sorcerer” is simply a mage who relies on personal power rather than institutional teaching. That freedom is exactly what defines the class.
If we look at the roots of the archetype across the series, Sorcerers embody raw magic force: Destruction for offense, Alteration for protection, and sometimes Conjuration as a tool. But their identity has never been “Daedra specialist” or “dark ritualist”. That fantasy belongs to conjurers, necromancers, or cultists.
The visual identity that consistently defines the Sorcerer fantasy is shock.
(Shock magic in Elder Scrolls has always represented uncontrolled, volatile power. Lightning is fast, violent, and overwhelming. It doesn’t creep like frost or burn steadily like fire. It strikes. It feels like raw magick made visible.)
When you think of a Sorcerer, the fantasy isn’t “Daedric circles and pets everywhere”. It’s a mage standing in the middle of a storm, magicka crackling through the air, electricity dancing across their body.
Look at the original class imagery:
No pets. No Daedric summoning circles. No dark rituals.
What defines the Sorcerer visually is shock energy surrounding them.
That’s the core fantasy.
when the class is being reworked, the direction should embrace that identity. Daedric tools can remain part of the kit, but they shouldn’t dominate the visual language of the class. The Sorcerer shouldn’t feel like a Daedric handler. It should feel like a living storm.
Every ability should feel infused with electricity. Even defensive or utility skills could carry arcs of energy, static effects, or storm auras. Casting should feel like charging the air. Movement should leave traces of lightning. The battlefield should feel saturated with static when a Sorcerer is present.
The fantasy isn’t “summoner with some lightning”.
I actually agree. I think we should keep daedric pets, since conjuration is a part of the sorcerer's toolkit, but otherwise I totally agree that the identity of the sorcerer should revolve around lightning magic. Dark magic, otoh, had never been a sorc thing in TES. I'm honestly a bit horrified they want to lean into Dark Magic for sorcs, I've never seen sorcerers as being "dark" - they're elementalists first and foremost.
(Quoting the entirety of your post because I really enjoyed and agree with it).
BretonMage wrote: »The crystal magic is actually my favorite line in the sorcerer lines thematically and I have a character who is a sorcerer that her main magic is crystal magic and manipulation and I've been going crazy daydreaming Welkynd and Culanda based skill styles for that line for her so that would be the skill line of sorc that I'd be furious if it was cut because it would ruin one of my character's themes.
Crystal Fragments is actually one of my favourite skills in the game, so much so I even used it as a hard-cast spammable a couple of years ago. It was really so much fun. I fail to see, however, how the rest of the dark magic line is crystal-themed. Do you actually use the other skills in the line? I'd prefer it if they changed Dark Magic to Crystal Magic tbh, because right now Dark Magic has themes I don't see "good-aligned" (for lack of a better term) sorcerers taking on. I'd much rather it be neutral, and then players can use skill styles to lean dark or light.




I get some of the visuals can be a little dated but in case you missed the crystal thematic that is very present through the line in more than just crystal frags. Every skill in the line except for the ultimate has some form of crystal motif:
Rune Prison
I’ll die on that hill but : Sorcerers ARE lightning.
The Sorcerer is the mage archetype of ESO. Not a faction, not a doctrine, not an organized order. In tes lore, a “sorcerer” is simply a mage who relies on personal power rather than institutional teaching. That freedom is exactly what defines the class.
If we look at the roots of the archetype across the series, Sorcerers embody raw magic force: Destruction for offense, Alteration for protection, and sometimes Conjuration as a tool. But their identity has never been “Daedra specialist” or “dark ritualist”. That fantasy belongs to conjurers, necromancers, or cultists.
The visual identity that consistently defines the Sorcerer fantasy is shock.
(Shock magic in Elder Scrolls has always represented uncontrolled, volatile power. Lightning is fast, violent, and overwhelming. It doesn’t creep like frost or burn steadily like fire. It strikes. It feels like raw magick made visible.)
When you think of a Sorcerer, the fantasy isn’t “Daedric circles and pets everywhere”. It’s a mage standing in the middle of a storm, magicka crackling through the air, electricity dancing across their body.
Look at the original class imagery:
No pets. No Daedric summoning circles. No dark rituals.
What defines the Sorcerer visually is shock energy surrounding them.
That’s the core fantasy.
when the class is being reworked, the direction should embrace that identity. Daedric tools can remain part of the kit, but they shouldn’t dominate the visual language of the class. The Sorcerer shouldn’t feel like a Daedric handler. It should feel like a living storm.
Every ability should feel infused with electricity. Even defensive or utility skills could carry arcs of energy, static effects, or storm auras. Casting should feel like charging the air. Movement should leave traces of lightning. The battlefield should feel saturated with static when a Sorcerer is present.
The fantasy isn’t “summoner with some lightning”.
The Sorcerer rework needs to make the sorc a full battlemage class or summoner class ZOS needs to choose one or the other in my opinion either remove the pets and give them to necro and make necromancer the summoner class or lean into it and give sorc more pets and synergy with pets.
The Sorcerer rework needs to make the sorc a full battlemage class or summoner class ZOS needs to choose one or the other in my opinion either remove the pets and give them to necro and make necromancer the summoner class or lean into it and give sorc more pets and synergy with pets.
I truly believe there are better options than an extreme dichotomy– chopping off an entire class identity is not okay. They don't need to "just choose one", they need to actually manage and develop their game to allow for both playstyles. They might have to brainstorm a bit and be willing to work outside of the box on a really small scale, but there have already been a multitude of options and suggestions in this thread alone that would allow for both styles to exist. To ignore this route and lean into only one style would be foolishly damaging, regardless of the fallback that multi/subclassing can partially reaccommodate. The whole reason they're doing this refresh is to not have to rely on multiclassing.
The entire point of the class is daedric pacts and you want to remove half of the daedric pacts. Their class mastery is about their pets and you want to remove their pets. As someone who loves my clannfear, hard pass.
@IviRo thank you for the trip down memory lane…
Man do I miss Nick Konkle.
Honestly I don’t even blame him for leaving, he was allowed to go on stage and sell his Spellcrafting dream just for it to never release. ☹️
xbluerosesx wrote: »@ZOS_Kevin
do not be taking OP's suggestions on removing daedric summoning for sorcs. daedric summoning was the best, you have no idea how many times the twilight matriarch saved my life back as a noob and even now. if people hate it, let us reskin it. don't delete it entirely
Maybe an option for a reskin that isn't a daedric pet could be some sort of homing sentry spell, or an apparition of our own player character.
The thing with adding new classes is, if people want to use that new class (not just the one line from multi/subclassing) then they have to make a whole new character.
Which is good for the long-term health of the game.
As it is, we have a lot of players with a single character who has done it all, and so they have no incentive to log in. Players with alts keep a game alive, as they have never done it all on all their characters.
BretonMage wrote: »'They are Elementalists'The crystal magic is actually my favorite line in the sorcerer lines thematically and I have a character who is a sorcerer that her main magic is crystal magic and manipulation and I've been going crazy daydreaming Welkynd and Culanda based skill styles for that line for her so that would be the skill line of sorc that I'd be furious if it was cut because it would ruin one of my character's themes.
Then why focus on Lightning only? Why not create a skill line which allow us to choose fire, ice, lightning morph?
I want Sorc to be elementalist, not just Palpatine, though I do wish sorc lightning spells to have chain lightning, lightning zaps, channeled lightning spells to go full Palpatine.






I chose sorcerer for my first and main character all those years ago because I wanted the closest thing to a mage archetype. I chose it for the lightning, and for whatever "dark" magic would be (which ended up just being someone who throws soul gems and rock candy at enemies).

Some people cite past TES class data as evidence, but deliberately ignore one crucial point: in the latest version of TES, TES5: Skyrim, Sorc are essentially magic users, and some are even unable to use Conjuration.
While players cannot choose their class in TES5, NPCs still have classes. The table below shows the ability values of various Sorc NPC types in TES5. It clearly shows that in the latest TES5 data, Sorcerer is a magic-using class, proficient in Destruction and Illusion. And the vast majority of Sorcerer NPCs do not use Conjuration.
Therefore, based on the latest data, Sorcerer is undoubtedly a Destruction user, not a summoner.
Some people cite past TES class data as evidence, but deliberately ignore one crucial point: in the latest version of TES, TES5: Skyrim, Sorc are essentially magic users, and some are even unable to use Conjuration.
While players cannot choose their class in TES5, NPCs still have classes. The table below shows the ability values of various Sorc NPC types in TES5. It clearly shows that in the latest TES5 data, Sorcerer is a magic-using class, proficient in Destruction and Illusion. And the vast majority of Sorcerer NPCs do not use Conjuration.
Therefore, based on the latest data, Sorcerer is undoubtedly a Destruction user, not a summoner.
I dislike daedric summoning because pets take up two slots. ESO has too little bar space and needing to slot pets for both bars makes me feel like I have less variety.
Some people cite past TES class data as evidence, but deliberately ignore one crucial point: in the latest version of TES, TES5: Skyrim, Sorc are essentially magic users, and some are even unable to use Conjuration.
While players cannot choose their class in TES5, NPCs still have classes. The table below shows the ability values of various Sorc NPC types in TES5. It clearly shows that in the latest TES5 data, Sorcerer is a magic-using class, proficient in Destruction and Illusion. And the vast majority of Sorcerer NPCs do not use Conjuration.
Therefore, based on the latest data, Sorcerer is undoubtedly a Destruction user, not a summoner.
Prophet_of_Malacath wrote: »I dislike daedric summoning because pets take up two slots. ESO has too little bar space and needing to slot pets for both bars makes me feel like I have less variety.
On this thought, i wonder how many folks would just wsnt pets. We already have Companions. I imagine some Wardens would want a couple wolves or guar (maybe swap the Bear too). Necros wanting perma pet. DKs off to the Deadlands to beat fiery spirits to submission. NBs conjuring shadow doubles of themselves.
It'd not be terrible if we had an extra slot or two, just for pets, giving other folks more buddy options. Plus ZOS could sell new creatures/skins easily. I never cared for a Bear or Clannfear, but an Ogrim or Mind Horror? Chefs kiss.
Prophet_of_Malacath wrote: »Some people cite past TES class data as evidence, but deliberately ignore one crucial point: in the latest version of TES, TES5: Skyrim, Sorc are essentially magic users, and some are even unable to use Conjuration.
While players cannot choose their class in TES5, NPCs still have classes. The table below shows the ability values of various Sorc NPC types in TES5. It clearly shows that in the latest TES5 data, Sorcerer is a magic-using class, proficient in Destruction and Illusion. And the vast majority of Sorcerer NPCs do not use Conjuration.
Therefore, based on the latest data, Sorcerer is undoubtedly a Destruction user, not a summoner.
And they still are Heavy Armor, swinging a weapon, some are Illusionists, etc.
The point isnt to say "shock doesn't matter"
The point is to say "ESO Sorcs pay respect to multiple iterations". ZOS did a great job giving them aspects of ALL previous games.
Amputating 2/3rds all because some people want to play weather witches? You could just give a storm Skill Style to Wardens and another for Templars if you really just want to glow and sparkle.
Aesthetics arent mechanics.
They already have an Infinite Archive set - Monolith of Storms - which has a cool concept for area control. Within the space of "strategy, moblity", mechanics like this could indeed help a Sorcerer feel like theyre in control of a field, setting up danger and repositioning to bait foes across them.
Which is to say, this whole aesthetic wishlist is only skin deep. The gameplay has to come first, the abilities after.
"Oh wow, look at me, I sparkle with lightning!" isnt a playstyle, it's SFX.