Thanks for the feedback here. Currently posting in general is fine for Sorc feedback as we have not started work on this class rework yet. However, happy to pass on feedback as a reference point for when this work starts.
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.
Developers will continue to add new classes in the future, and I think it's worth making some adjustments to the classes where they don't fit. Another alternative would be to move the line to the new warlock class, which seems more appropriate, or to make separate grimoires.
However, I am not sure how a dragon knight associated with Akavir should be sent to the Deadlands.
There is no need to tie the distinctive feature of the class to the set, which, frankly speaking, does not look very good even from a visual point of view.
spartaxoxo wrote: »Daedric Summoning should remain the pet class. Dark Magic and Lightning Mages are available for those that don't want pets but pet builds have been a longstanding DPS build and a core fantasy for many players.
Sorcerors are the OG pet class and Daedric Summoning is an OG summoning skill and key tool of mages since before the Elder Scrolls was ever an MMO.
I am going to be very disappointed if that will not continue to be the case. I don't think that some people's desires to not use pets should completely dismantle those of us who want to be a summoner in the same vein as other Elder Scrolls games. There's not only multiple sorc skill lines that don't use pets but there are also more skill lines that don't use pets than do. There are plenty of options if you don't like pets, now more than ever.
spartaxoxo wrote: »Daedric Summoning should remain the pet class. Dark Magic and Lightning Mages are available for those that don't want pets but pet builds have been a longstanding DPS build and a core fantasy for many players.
Sorcerors are the OG pet class and Daedric Summoning is an OG summoning skill and key tool of mages since before the Elder Scrolls was ever an MMO.
I am going to be very disappointed if that will not continue to be the case. I don't think that some people's desires to not use pets should completely dismantle those of us who want to be a summoner in the same vein as other Elder Scrolls games. There's not only multiple sorc skill lines that don't use pets but there are also more skill lines that don't use pets than do. There are plenty of options if you don't like pets, now more than ever.
spartaxoxo wrote: »Daedric Summoning should remain the pet class. Dark Magic and Lightning Mages are available for those that don't want pets but pet builds have been a longstanding DPS build and a core fantasy for many players.
Sorcerors are the OG pet class and Daedric Summoning is an OG summoning skill and key tool of mages since before the Elder Scrolls was ever an MMO.
I am going to be very disappointed if that will not continue to be the case. I don't think that some people's desires to not use pets should completely dismantle those of us who want to be a summoner in the same vein as other Elder Scrolls games. There's not only multiple sorc skill lines that don't use pets but there are also more skill lines that don't use pets than do. There are plenty of options if you don't like pets, now more than ever.
Part of the problem is that means asking the Sorc class to be “both” pet & non pet and that’s a hard ask that no other class has to contend with. It will ensure that Sorc continues to fall behind in terms of competitiveness if it has to try and be two mediocre things versus one good thing.
I get it, Sorcs used to be the OG summoning class but ESO has changed and unless we’re going to have a conversation around removing other classes or completely changing those class identities then we have to look at Sorc in the game state of today, not how it was.
There’s just far too many “pets” anymore. I’m sorry if people don’t like to hear that but it’s true. Too many abilities result in the summoning of some sort of entity that’s clogging the combat up. And since Subclassing is a thing that’s gotten worse. The overpopulation of pets in combat is only compounded with the game engine hit registration being what it is.
We don’t need combat that involves nearly as many pets as we have players but that’s what we’re seeing. We have to ask ourselves how can Sorc better bring competitiveness to the table and, IMO, that means leaving pets in the past for Sorcs.
That doesn’t mean that Sorcs can’t have the effects or mechanics that are associated with pets, we just don’t need the physical pet. Curses, elemental effects, disruptive abilities all exist within Daedric lore than can be used to better kit out that skill line rather than pets.
Like many thing in ESO, pets (not necessarily Sorc pets) have now become too overused and since we know that subclassing isn’t going away that means that everyone now has access to conjuring a pet or an entity if they choose to do so. A Sorc can subclass Neceo skill lines if they want to summon and make that their play style.
For me, and I think a lot of us, the idea of what Sorc used to be has become dated. Seeing how skills, sets, and passives have all evolved the concept of the way pets behave for Sorcs amounted to little more than making Sorcs cheerleaders in the current game state. Pets body block and heal but in terms out output Sorcs have fallen behind, mechanically, and there’s really no way to enhance pets in a way that elevates the class without making them OP.
There’s a reason why many players default to other class pets rather than Sorc. .. Nobody wants to subclass Daedric Summoning or Dark Magic, and it’s no wonder why. The only skill Daedric Summoning brings to the table in current combat is Ward, and that’s not necessary with the insane degree of self healing and self HoT players can slot.
I think part of this is taking a good look at the Sorc class as asking ourselves what we want the class to do; what role is Sorc going to play in combat. Now, that question doesn’t have to have a singular answer but the Class has to have a singular identity or it’s ruined. Do we really want Sorcs to be a class where our identity is to just squat behind pets (which are weaker than other classe’s) and are good for little else? That seems lame to me. Necromancers have a far better utilization of summoning than Sorcs. With Subclassing Necro summons are competitive and fit into lore; Sorc summons aren’t, they’re just healing body blocks, in the best of cases.
Look at what’s being broadly subclassed now: Templar, Night Blade, Warden, Necro … then Sorc, and even then only Storm Calling. .. Nobody wants our abilities because they’re not comeptetive so why would we want to hold onto them? Sentimental value won’t bring good gameplay experiences in combat.
Rather than be upset at the idea of losing pets what could we possibly have instead of which would see Sorc becoming more dynamic in combat?
spartaxoxo wrote: »Daedric Summoning should remain the pet class. Dark Magic and Lightning Mages are available for those that don't want pets but pet builds have been a longstanding DPS build and a core fantasy for many players.
Sorcerors are the OG pet class and Daedric Summoning is an OG summoning skill and key tool of mages since before the Elder Scrolls was ever an MMO.
I am going to be very disappointed if that will not continue to be the case. I don't think that some people's desires to not use pets should completely dismantle those of us who want to be a summoner in the same vein as other Elder Scrolls games. There's not only multiple sorc skill lines that don't use pets but there are also more skill lines that don't use pets than do. There are plenty of options if you don't like pets, now more than ever.
Part of the problem is that means asking the Sorc class to be “both” pet & non pet and that’s a hard ask that no other class has to contend with. It will ensure that Sorc continues to fall behind in terms of competitiveness if it has to try and be two mediocre things versus one good thing.
I get it, Sorcs used to be the OG summoning class but ESO has changed and unless we’re going to have a conversation around removing other classes or completely changing those class identities then we have to look at Sorc in the game state of today, not how it was.
There’s just far too many “pets” anymore. I’m sorry if people don’t like to hear that but it’s true. Too many abilities result in the summoning of some sort of entity that’s clogging the combat up. And since Subclassing is a thing that’s gotten worse. The overpopulation of pets in combat is only compounded with the game engine hit registration being what it is.
We don’t need combat that involves nearly as many pets as we have players but that’s what we’re seeing. We have to ask ourselves how can Sorc better bring competitiveness to the table and, IMO, that means leaving pets in the past for Sorcs.
That doesn’t mean that Sorcs can’t have the effects or mechanics that are associated with pets, we just don’t need the physical pet. Curses, elemental effects, disruptive abilities all exist within Daedric lore than can be used to better kit out that skill line rather than pets.
Like many thing in ESO, pets (not necessarily Sorc pets) have now become too overused and since we know that subclassing isn’t going away that means that everyone now has access to conjuring a pet or an entity if they choose to do so. A Sorc can subclass Neceo skill lines if they want to summon and make that their play style.
For me, and I think a lot of us, the idea of what Sorc used to be has become dated. Seeing how skills, sets, and passives have all evolved the concept of the way pets behave for Sorcs amounted to little more than making Sorcs cheerleaders in the current game state. Pets body block and heal but in terms out output Sorcs have fallen behind, mechanically, and there’s really no way to enhance pets in a way that elevates the class without making them OP.
There’s a reason why many players default to other class pets rather than Sorc. .. Nobody wants to subclass Daedric Summoning or Dark Magic, and it’s no wonder why. The only skill Daedric Summoning brings to the table in current combat is Ward, and that’s not necessary with the insane degree of self healing and self HoT players can slot.
I think part of this is taking a good look at the Sorc class as asking ourselves what we want the class to do; what role is Sorc going to play in combat. Now, that question doesn’t have to have a singular answer but the Class has to have a singular identity or it’s ruined. Do we really want Sorcs to be a class where our identity is to just squat behind pets (which are weaker than other classe’s) and are good for little else? That seems lame to me. Necromancers have a far better utilization of summoning than Sorcs. With Subclassing Necro summons are competitive and fit into lore; Sorc summons aren’t, they’re just healing body blocks, in the best of cases.
Look at what’s being broadly subclassed now: Templar, Night Blade, Warden, Necro … then Sorc, and even then only Storm Calling. .. Nobody wants our abilities because they’re not comeptetive so why would we want to hold onto them? Sentimental value won’t bring good gameplay experiences in combat.
Rather than be upset at the idea of losing pets what could we possibly have instead of which would see Sorc becoming more dynamic in combat?
There has always been this problem with sorcerers. A few years ago, a certain number of people began promoting the idea that pets should be viable. Incidentally, there are very few people on the forum who actually decide for a huge player base what class should be like and what abilities to focus on. This led to the strengthening of pets about four years ago, even though the huge player base was unhappy with this. I remember how some people left the game after this change.
I am trying to find a compromise and fully support you, as we need to find a common solution that will satisfy everyone, not just a certain caste of players simply because they are on the forum.
spartaxoxo wrote: »Daedric Summoning should remain the pet class. Dark Magic and Lightning Mages are available for those that don't want pets but pet builds have been a longstanding DPS build and a core fantasy for many players.
Sorcerors are the OG pet class and Daedric Summoning is an OG summoning skill and key tool of mages since before the Elder Scrolls was ever an MMO.
I am going to be very disappointed if that will not continue to be the case. I don't think that some people's desires to not use pets should completely dismantle those of us who want to be a summoner in the same vein as other Elder Scrolls games. There's not only multiple sorc skill lines that don't use pets but there are also more skill lines that don't use pets than do. There are plenty of options if you don't like pets, now more than ever.
Part of the problem is that means asking the Sorc class to be “both” pet & non pet and that’s a hard ask that no other class has to contend with. It will ensure that Sorc continues to fall behind in terms of competitiveness if it has to try and be two mediocre things versus one good thing.
I get it, Sorcs used to be the OG summoning class but ESO has changed and unless we’re going to have a conversation around removing other classes or completely changing those class identities then we have to look at Sorc in the game state of today, not how it was.
There’s just far too many “pets” anymore. I’m sorry if people don’t like to hear that but it’s true. Too many abilities result in the summoning of some sort of entity that’s clogging the combat up. And since Subclassing is a thing that’s gotten worse. The overpopulation of pets in combat is only compounded with the game engine hit registration being what it is.
We don’t need combat that involves nearly as many pets as we have players but that’s what we’re seeing. We have to ask ourselves how can Sorc better bring competitiveness to the table and, IMO, that means leaving pets in the past for Sorcs.
That doesn’t mean that Sorcs can’t have the effects or mechanics that are associated with pets, we just don’t need the physical pet. Curses, elemental effects, disruptive abilities all exist within Daedric lore than can be used to better kit out that skill line rather than pets.
Like many thing in ESO, pets (not necessarily Sorc pets) have now become too overused and since we know that subclassing isn’t going away that means that everyone now has access to conjuring a pet or an entity if they choose to do so. A Sorc can subclass Neceo skill lines if they want to summon and make that their play style.
For me, and I think a lot of us, the idea of what Sorc used to be has become dated. Seeing how skills, sets, and passives have all evolved the concept of the way pets behave for Sorcs amounted to little more than making Sorcs cheerleaders in the current game state. Pets body block and heal but in terms out output Sorcs have fallen behind, mechanically, and there’s really no way to enhance pets in a way that elevates the class without making them OP.
There’s a reason why many players default to other class pets rather than Sorc. .. Nobody wants to subclass Daedric Summoning or Dark Magic, and it’s no wonder why. The only skill Daedric Summoning brings to the table in current combat is Ward, and that’s not necessary with the insane degree of self healing and self HoT players can slot.
I think part of this is taking a good look at the Sorc class as asking ourselves what we want the class to do; what role is Sorc going to play in combat. Now, that question doesn’t have to have a singular answer but the Class has to have a singular identity or it’s ruined. Do we really want Sorcs to be a class where our identity is to just squat behind pets (which are weaker than other classe’s) and are good for little else? That seems lame to me. Necromancers have a far better utilization of summoning than Sorcs. With Subclassing Necro summons are competitive and fit into lore; Sorc summons aren’t, they’re just healing body blocks, in the best of cases.
Look at what’s being broadly subclassed now: Templar, Night Blade, Warden, Necro … then Sorc, and even then only Storm Calling. .. Nobody wants our abilities because they’re not comeptetive so why would we want to hold onto them? Sentimental value won’t bring good gameplay experiences in combat.
Rather than be upset at the idea of losing pets what could we possibly have instead of which would see Sorc becoming more dynamic in combat?
There has always been this problem with sorcerers. A few years ago, a certain number of people began promoting the idea that pets should be viable. Incidentally, there are very few people on the forum who actually decide for a huge player base what class should be like and what abilities to focus on. This led to the strengthening of pets about four years ago, even though the huge player base was unhappy with this. I remember how some people left the game after this change.
I am trying to find a compromise and fully support you, as we need to find a common solution that will satisfy everyone, not just a certain caste of players simply because they are on the forum.
I mean, to be honest, players (experienced ones anyway) are aware of the forums and there’s also the ZoS Discord channel which I know is used so if players have insight into this topic they know where the proper place to submit them are.
This opens the floor to broader questions involving gameplay, like, “what are we doing about the excessive amount of pets in combat now?”
Everyone knows Sorc pets don’t stack up anymore and, mechanically, what does that mean? Where’s the compromise? If we leave pets do we just let the class continue to be mediocre in the current subclassing state? There’s never been a viable suggestion as to how to mechanically improve pets to make them competitive AND keep within lore.
When ZoS added Necro and Warden, in that moment, they effectively killed Sorc pets in terms of competitiveness and that’s only gotten worse as time has gone on.
So here we all are, the Sorc mains, facing the sad truth that the class play style was relegated to D-tier effectiveness in the name of DLC.
The question is how do we move on? Do we try to hold onto pets that play 2nd fiddle to Necros for sentimental sake or do we try to better define the class identity with skills that make us effective?
spartaxoxo wrote: »Daedric Summoning should remain the pet class. Dark Magic and Lightning Mages are available for those that don't want pets but pet builds have been a longstanding DPS build and a core fantasy for many players.
Sorcerors are the OG pet class and Daedric Summoning is an OG summoning skill and key tool of mages since before the Elder Scrolls was ever an MMO.
I am going to be very disappointed if that will not continue to be the case. I don't think that some people's desires to not use pets should completely dismantle those of us who want to be a summoner in the same vein as other Elder Scrolls games. There's not only multiple sorc skill lines that don't use pets but there are also more skill lines that don't use pets than do. There are plenty of options if you don't like pets, now more than ever.
Part of the problem is that means asking the Sorc class to be “both” pet & non pet and that’s a hard ask that no other class has to contend with. It will ensure that Sorc continues to fall behind in terms of competitiveness if it has to try and be two mediocre things versus one good thing.
I get it, Sorcs used to be the OG summoning class but ESO has changed and unless we’re going to have a conversation around removing other classes or completely changing those class identities then we have to look at Sorc in the game state of today, not how it was.
There’s just far too many “pets” anymore. I’m sorry if people don’t like to hear that but it’s true. Too many abilities result in the summoning of some sort of entity that’s clogging the combat up. And since Subclassing is a thing that’s gotten worse. The overpopulation of pets in combat is only compounded with the game engine hit registration being what it is.
We don’t need combat that involves nearly as many pets as we have players but that’s what we’re seeing. We have to ask ourselves how can Sorc better bring competitiveness to the table and, IMO, that means leaving pets in the past for Sorcs.
That doesn’t mean that Sorcs can’t have the effects or mechanics that are associated with pets, we just don’t need the physical pet. Curses, elemental effects, disruptive abilities all exist within Daedric lore than can be used to better kit out that skill line rather than pets.
Like many thing in ESO, pets (not necessarily Sorc pets) have now become too overused and since we know that subclassing isn’t going away that means that everyone now has access to conjuring a pet or an entity if they choose to do so. A Sorc can subclass Neceo skill lines if they want to summon and make that their play style.
For me, and I think a lot of us, the idea of what Sorc used to be has become dated. Seeing how skills, sets, and passives have all evolved the concept of the way pets behave for Sorcs amounted to little more than making Sorcs cheerleaders in the current game state. Pets body block and heal but in terms out output Sorcs have fallen behind, mechanically, and there’s really no way to enhance pets in a way that elevates the class without making them OP.
There’s a reason why many players default to other class pets rather than Sorc. .. Nobody wants to subclass Daedric Summoning or Dark Magic, and it’s no wonder why. The only skill Daedric Summoning brings to the table in current combat is Ward, and that’s not necessary with the insane degree of self healing and self HoT players can slot.
I think part of this is taking a good look at the Sorc class as asking ourselves what we want the class to do; what role is Sorc going to play in combat. Now, that question doesn’t have to have a singular answer but the Class has to have a singular identity or it’s ruined. Do we really want Sorcs to be a class where our identity is to just squat behind pets (which are weaker than other classe’s) and are good for little else? That seems lame to me. Necromancers have a far better utilization of summoning than Sorcs. With Subclassing Necro summons are competitive and fit into lore; Sorc summons aren’t, they’re just healing body blocks, in the best of cases.
Look at what’s being broadly subclassed now: Templar, Night Blade, Warden, Necro … then Sorc, and even then only Storm Calling. .. Nobody wants our abilities because they’re not comeptetive so why would we want to hold onto them? Sentimental value won’t bring good gameplay experiences in combat.
Rather than be upset at the idea of losing pets what could we possibly have instead of which would see Sorc becoming more dynamic in combat?
There has always been this problem with sorcerers. A few years ago, a certain number of people began promoting the idea that pets should be viable. Incidentally, there are very few people on the forum who actually decide for a huge player base what class should be like and what abilities to focus on. This led to the strengthening of pets about four years ago, even though the huge player base was unhappy with this. I remember how some people left the game after this change.
I am trying to find a compromise and fully support you, as we need to find a common solution that will satisfy everyone, not just a certain caste of players simply because they are on the forum.
I mean, to be honest, players (experienced ones anyway) are aware of the forums and there’s also the ZoS Discord channel which I know is used so if players have insight into this topic they know where the proper place to submit them are.
This opens the floor to broader questions involving gameplay, like, “what are we doing about the excessive amount of pets in combat now?”
Everyone knows Sorc pets don’t stack up anymore and, mechanically, what does that mean? Where’s the compromise? If we leave pets do we just let the class continue to be mediocre in the current subclassing state? There’s never been a viable suggestion as to how to mechanically improve pets to make them competitive AND keep within lore.
When ZoS added Necro and Warden, in that moment, they effectively killed Sorc pets in terms of competitiveness and that’s only gotten worse as time has gone on.
So here we all are, the Sorc mains, facing the sad truth that the class play style was relegated to D-tier effectiveness in the name of DLC.
The question is how do we move on? Do we try to hold onto pets that play 2nd fiddle to Necros for sentimental sake or do we try to better define the class identity with skills that make us effective?
Yes, these are very accurate questions. Personally, I would sacrifice two skills with pets in favour of efficiency and competitiveness, provided that I played with them.
I agree, I’d get rid of the two pet abilities also.
I’m a non pet Sorc but I have worked with pets and tried to give them a fair shake and the truth is they’re lackluster now.
We have 3 pets, the Familiar is a joke. It doesn’t have any real damage scaling so its only real contribution is a body block. So what is that, in terms of play style? A pet that might absorb some ranged attacks? While the player just sits behind? If we look at how gameplay combat functions in the current state that strategy would see the Sorc contributing little, lagging behind the team to try and pop off shots from behind the Familair. The mechanics of the Fmailiars stun is even poor; requiring a player to stand there and allow themselves to be CC’d.
Then we have the Twilight. This is structured for healing roles and 9 times out of 10 no healer is using a Sorc as their main class. So this leaves the Twilight as yet another potential body block and self heal. Since Subclassing there are better self heals available than the Twilight so despite the fact that it’s a solid heal value it’s still not competitive. It doesn’t have any real output and Sorcs can heal without it.
Lastly we have the Atronach Ult. This is probably the most useful out of the 3 but even then. The damage scaling is far less than even World Ults like Dawnbreaker and its radius is easily avoidable. Ults such as DK’s “Leap” even have better post-burst DoT application whereas with the Ateonach, again, the player has to “stand in the stupid” for it to be effective. Its usefulness ends shortly after its initial activation and given that it’s a higher cost Ult it’s obviously why this isn’t common.
So what does all this mean? What are we saying is supposed to be the Sorc play style if we were to compromise and keep pets? .. just sit behind them and range attack while they do little besides block some ranged attacks? .. is that going to be the Sorc identity? That’s pretty woeful to me. Pets don’t bring anything to the table besides body blocks and one heal; whereas Necro pets can scale to noteworthy damage, have legitimate range and mobility, and aren’t plagued by clumsy control schemes.
Plus, we also have Stam based ability morphs in the Sorc lines. Those Stam based morphs don’t align with a “pet” play style of camping behind body blocks. So what? Do we get rid of the Stam skills that people do use in favor of lackluster pets? Why would we do that?
Pets are even more of a liability when we consider that attackers can use them as gap closers with their abilities; targeting the pet to get to you.
When we talk about “play style” for Sorc, nobody has made a good play style case for Sorc pets that fits in the modern state of combat; especially with subclassing.
I can sit here and demonstrate how and why Sorc pets don’t stack up. But what I can’t do is suggest how to make them competitive and keep them lore relevant; in any meaningful play style. And for that reason I think that’s why we need to pivot Sorcs away from pets.

I agree, I’d get rid of the two pet abilities also.
I’m a non pet Sorc but I have worked with pets and tried to give them a fair shake and the truth is they’re lackluster now.
We have 3 pets, the Familiar is a joke. It doesn’t have any real damage scaling so its only real contribution is a body block. So what is that, in terms of play style? A pet that might absorb some ranged attacks? While the player just sits behind? If we look at how gameplay combat functions in the current state that strategy would see the Sorc contributing little, lagging behind the team to try and pop off shots from behind the Familair. The mechanics of the Fmailiars stun is even poor; requiring a player to stand there and allow themselves to be CC’d.
Then we have the Twilight. This is structured for healing roles and 9 times out of 10 no healer is using a Sorc as their main class. So this leaves the Twilight as yet another potential body block and self heal. Since Subclassing there are better self heals available than the Twilight so despite the fact that it’s a solid heal value it’s still not competitive. It doesn’t have any real output and Sorcs can heal without it.
Lastly we have the Atronach Ult. This is probably the most useful out of the 3 but even then. The damage scaling is far less than even World Ults like Dawnbreaker and its radius is easily avoidable. Ults such as DK’s “Leap” even have better post-burst DoT application whereas with the Ateonach, again, the player has to “stand in the stupid” for it to be effective. Its usefulness ends shortly after its initial activation and given that it’s a higher cost Ult it’s obviously why this isn’t common.
So what does all this mean? What are we saying is supposed to be the Sorc play style if we were to compromise and keep pets? .. just sit behind them and range attack while they do little besides block some ranged attacks? .. is that going to be the Sorc identity? That’s pretty woeful to me. Pets don’t bring anything to the table besides body blocks and one heal; whereas Necro pets can scale to noteworthy damage, have legitimate range and mobility, and aren’t plagued by clumsy control schemes.
Plus, we also have Stam based ability morphs in the Sorc lines. Those Stam based morphs don’t align with a “pet” play style of camping behind body blocks. So what? Do we get rid of the Stam skills that people do use in favor of lackluster pets? Why would we do that?
Pets are even more of a liability when we consider that attackers can use them as gap closers with their abilities; targeting the pet to get to you.
When we talk about “play style” for Sorc, nobody has made a good play style case for Sorc pets that fits in the modern state of combat; especially with subclassing.
I can sit here and demonstrate how and why Sorc pets don’t stack up. But what I can’t do is suggest how to make them competitive and keep them lore relevant; in any meaningful play style. And for that reason I think that’s why we need to pivot Sorcs away from pets.
Agree too. In endgame or other competitive situations, pets are completely rejected by skilled players. Neither DPS, Tank, nor Healer use permanent pets, and Atronach is only used because Sorc's other ultimate abilities are harder to use, and the raid needs the buffs provided by Atronach, not its damage.
It's harsh, but various sources have proven that the current pet system in ZOS is a failure and needs a complete overhaul or removal.
The current pet system has several obvious drawbacks:
1. Lack of interactivity and cooperative gameplay: Pets are mostly limited to active and passive attacks, lacking other more interesting roles such as providing shields or consistent buffs/debuffs.
2. Lack of powerful AoE damage: Having already wasted two skill slots, pets not only fail to provide useful buffs but also cannot deliver powerful AoE damage, making them largely useless in the endgame.
3. Blocking vision: This is absolutely terrible, completely disrupting cooperation between Pet-Sorc and other players, especially Tanks. Before subclasses were introduced, I was repeatedly asked to remove pets to avoid obstructing other players' vision. In mechanics like RGhm, which require players to constantly observe their surroundings, pets only become obstacles.
4. Pets are easily killed by mechanics, and resummoning them requires a significant waste of time and resources: While ZOS grants pets some damage immunity in PvE,but they can still be killed by some mechanics like Trials and IA. Furthermore, mechanics like the final boss in Stone Garden, which require players to transform, can force pets to disappear, severely impacting the gameplay experience.
5. Pets cannot proc some sets: Having already wasted skill slots, pets not only lack powerful AoE damage but also reduce the player's chance/frequency of proc sets, significantly diminishing the value of using pets.
I'd rather see a character wield a black soul gem in front of them, do the little arm animation to draw out a power, and then fire a magical projectile from it. That way people can still have their purple crystals if they like them, but it's not as absurd looking.
A sorcerers soul gem could even be their own version of the arcanist tome. Especially since arcanist feels, in many ways, like what sorcerer should have been.
Prophet_of_Malacath wrote: »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.
BloodstainedFay wrote: »However, I would like to see further emphasis on the lightning & dark magic side of things. The Daedra should compliment this, not be the main focus.
BretonMage wrote: »
The use of black soul gems is considered evil in TES.
You mean the skill line with one ability? Two, if you include the new grimoires. How often are you casting soul trap with your characters? Why would sorcerers having a specialization in using a twisted form of black/dark soul magic be unwarranted to exist alongside the regular soul magic?BretonMage wrote: »In any case, we already have a soul magic skill line, and we don't need another.
The mage's power source can be another type of crystal tbh. Emeratis has, in a previous post, mentioned using welkynd stones and the like; we don't need to be constrained to the old design of black soul gems. If the concept is one of mysticism and storing magic in crystals, then we can use literally any kind of magical crystal ZOS deems appropriate.
BretonMage wrote: »
The use of black soul gems is considered evil in TES.
Uh-huh.
As opposed to making pacts with daedra? It's called dark magic– usually implying some heretical and dangerous aspect.You mean the skill line with one ability? Two, if you include the new grimoires. How often are you casting soul trap with your characters? Why would sorcerers having a specialization in using a twisted form of black/dark soul magic be unwarranted to exist alongside the regular soul magic?BretonMage wrote: »In any case, we already have a soul magic skill line, and we don't need another.
The mage's power source can be another type of crystal tbh. Emeratis has, in a previous post, mentioned using welkynd stones and the like; we don't need to be constrained to the old design of black soul gems. If the concept is one of mysticism and storing magic in crystals, then we can use literally any kind of magical crystal ZOS deems appropriate.
I'm fine with them keeping whatever crystals as a source of power. My problem is with throwing and growing rocks. Like I said, I'd rather be using whatever crystal motif by drawing energy out of it and then using that energy for the spell effect.
While I really, really, really want to remove the Pet gameplay from Sorc, I have to agree that completely removing Pets from Sorc is unwise, especially since Sorc pet skins are already being sold, and removing them would undoubtedly cause numerous commercial disputes.
The most compromise is, as someone mentioned earlier, to redesign the Pet gameplay from scratch, reducing its importance and shifting the focus to Dark Magic and Storm Calling.
My suggestion is to make the following changes to Pets:
1. Shorten casting time and reduce cost.
2. Eliminate the need for two skill slots.
3. Allow hiding appearances.
4.other↓↓↓
Summon Storm Atronach: Atronach currently works reasonably well, but lacks burst damage and cannot be self-synergized by the player. I suggest retaining Summon Charged Atronach, slightly increasing its damage to make it a viable area control tool. Greater Storm Atronach should be reworked, removing synergy, reducing its duration, and significantly increasing its damage. Furthermore, it should be redesigned with other appearances. We already have models like Storm Atronach Senche and Storm Atronach Guar in the game; these appearances should be utilized as much as possible, making them player skills.
Summon Unstable FamiliarThe two morphs have different appearances, which is good. However, their active abilities are too monotonous and weak, and both need to be redesigned. My suggestion is to change Clannfear's active ability to: a tail-swinging attack that deals physical damage to targets within an 8m radius and inflicts 20 seconds of continuous damage and Minor Breach on the attacked targets. Volatile Familiar's active ability should be changed to: using Daedric energy to grant a shield to the caster, themselves, and allies within 8 feet of the caster for 6 seconds. It also grants them 20 seconds of Major Vitality.
Daedric CurseThe 6-second management of Daedric Curse is extremely unfriendly and is a major reason for the low damage output of pet builds. Unlike DoTs, Curse doesn't deal damage before exploding; if it doesn't explode or is cast too early, it deals no damage at all. Daedric Prey provides an absurd 50% damage buff, completely contradicting ZOS's promise to avoid extreme values when subclasses were released. The reason for this 50% damage buff is simply because Sorc's damage in u35 is too weak; without it, Sorc would be completely useless.
My suggestion is to mimic the new Incinerate (originally Flames of Oblivion), making Haunting Curse explode every 5 seconds on the target and surrounding area, creating an 8m radius for 15 or 20 seconds. Daedric Prey should be removed, the pet damage buff moved to a passive, and a new skill redesigned. For example: Cast a Daedra energy ball, dealing damage to the target. The Daedra energy then absorbs the target's energy, inflicting Major Timidity on the target for 10 seconds and granting you Minor Heroism for 10 seconds.
Summon Winged TwilightThe Twilight Matriarch is one of the few pets I think works well and hardly needs any changes. However, the Twilight Tormentor is terrible and needs a complete rework. The 60% damage boost seems absurd, but even more absurd is that players won't use its active ability because the base damage is too low. Someone suggested using Grievous Twilights, which I think is a great idea and fits the image of an offensive pet. As for the active skill, my suggestion is: Throw a Daedra energy ball, dealing damage to the hit target and other targets within 8 feet. The hit target will suffer Minor Cowardice for 20 seconds. It also increases the summoner's damage by 6%, doubled if the target is a monster, for 20 seconds.
Ward & Bound Armor: Not a pet, and not closely related to pets, therefore will not be discussed further.
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The Devs could provide players who have pet The Minor Breach is useless IMO because Betty Netch is everywhere so unless the pet is going to actively reapply we have to remember that with subclassing everyone has access to free cleanses so Breach applied via a pet in this manner is still going to be sub-par in many gameplay aspects.
BretonMage wrote: »BretonMage wrote: »
The use of black soul gems is considered evil in TES.
Uh-huh.
As opposed to making pacts with daedra? It's called dark magic– usually implying some heretical and dangerous aspect.You mean the skill line with one ability? Two, if you include the new grimoires. How often are you casting soul trap with your characters? Why would sorcerers having a specialization in using a twisted form of black/dark soul magic be unwarranted to exist alongside the regular soul magic?BretonMage wrote: »In any case, we already have a soul magic skill line, and we don't need another.
The mage's power source can be another type of crystal tbh. Emeratis has, in a previous post, mentioned using welkynd stones and the like; we don't need to be constrained to the old design of black soul gems. If the concept is one of mysticism and storing magic in crystals, then we can use literally any kind of magical crystal ZOS deems appropriate.
I'm fine with them keeping whatever crystals as a source of power. My problem is with throwing and growing rocks. Like I said, I'd rather be using whatever crystal motif by drawing energy out of it and then using that energy for the spell effect.
I mean, there's a difference between enslaving sentient souls on one hand, and using daedric creatures as aids on the other. Practically the entire Mages Guild quest line in TES Oblivion was about how using black soul gems was Evil, whilst summoning daedra has always been acceptable. And heretical isn't quite as bad as evil, of course.
While I understand what you mean by "throwing rocks", I have to say, the way Crystal Fragments hits is really satisfying. The rhythm and impact makes it a lot of fun to use. It just wouldn't feel the same if you were channeling energy.
That distinction makes sense. What does it imply then for the passive in the soul magic skill line that has a percentage to capture an enemys soul upon death?
I've probably taken thousands of sentient souls from just that passive alone. Have you? Does this make our characters evil-doers?
We don’t need combat that involves nearly as many pets as we have players but that’s what we’re seeing. We have to ask ourselves how can Sorc better bring competitiveness to the table and, IMO, that means leaving pets in the past for Sorcs.
Hey I just want to say, I really love your redesign ideas for keeps in Cyrodiil, I know we’ve all been talking about your Sorc proposal, but you’re onto something with built-in siege towers and race thematic castles.
Imagine if each castle had its own strategies based on unique layouts? Like what if one castle was a labyrinth, and another played out like the live-action trailer from a decade ago with tightrope traversal?
There’s so much potential with Cyrodiil, if there was only a drive to actually meet it.
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.
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The Devs could provide players who have pet The Minor Breach is useless IMO because Betty Netch is everywhere so unless the pet is going to actively reapply we have to remember that with subclassing everyone has access to free cleanses so Breach applied via a pet in this manner is still going to be sub-par in many gameplay aspects.
This made me realize, why is it necessary for the pet to attack every 2 seconds?
What if we reduced the pet's attack frequency to once every 3 or 5 seconds, and made each attack deal more damage and apply a debuff to the target (or a buff to the player) with each attack? Wouldn't that make the pet more useful?
If do this ,in PvE, the pet's damage would increase, making it more valuable. In PvP, the pet would consistently apply debuffs to enemies and become more threatening. Enemies would no longer be able to ignore the pet's damage and would have to weigh whether to attack the pet or the summoner first. We could even utilize Battle Spirit; for example, when Battle Spirit is active, the pet's damage, healing, and shields would be increased by 50%.
spartaxoxo wrote: »We don’t need combat that involves nearly as many pets as we have players but that’s what we’re seeing. We have to ask ourselves how can Sorc better bring competitiveness to the table and, IMO, that means leaving pets in the past for Sorcs.
We are seeing so many pets because they're popular. The class refreshes should be informed by what players actually like to play and what skills they are actually choosing to use and have chosen to use the entire time. Not by what someone thinks others ought to play.
Sorcs do not have to lose an entire skill line and a main theme to be competitive. Sorcs have been competitive off and on for the entire history of the game.