I don’t know that morphing a Pet into a ground based AoE really support the idea of “pets” per se and Sors already have a slew of AoE skills as it is. If we were going to keep the pets the changes or morphs need to focus on the pet (beings) themselves. Morphing one into a ground based AoE only adds a nail into their coffin, IMO
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Re-targeting takes multiple input commands; it’s not a single button press and in combat where timing is critical Sorc Pets need to be able to react lightning quick.
spartaxoxo wrote: ».
Re-targeting takes multiple input commands; it’s not a single button press and in combat where timing is critical Sorc Pets need to be able to react lightning quick.
No. You just recast Daedric Prey or use a heavy attack. My pets only attack what they want when I don't care about their target. They could shift it to a light or medium attack if they wanted to make it respond faster and not rely on Daedric Prey for fast swapping. They can increase the movement speed while in combat to make their repositioning faster.
Liquid Lightning is another AOE that could be and should be changed to give a better ground aoe. It already is the ground aoe.
Rune Cage can be a sticky dot. It already is on bosses.
One of the morphs of crystal frags should also be more spammable.
Mage's Fury needs buffs so the class has a proper execute.
Daedric Summoning Passives can have different effects depending on if a pet is active or not. So it could be like X extra weapon/spell damage. You get additional weapon/spell damage if no pet is active or additional health if it's not. Or better yet, additional benefits if any Daedric Summoning skill is slotted because there are actually non-pet skills in that skill line like Haunting Curse.
spartaxoxo wrote: ».
Re-targeting takes multiple input commands; it’s not a single button press and in combat where timing is critical Sorc Pets need to be able to react lightning quick.
No. You just recast Daedric Prey or use a heavy attack. My pets only attack what they want when I don't care about their target. They could shift it to a light or medium attack if they wanted to make it respond faster and not rely on Daedric Prey for fast swapping. They can increase the movement speed while in combat to make their repositioning faster.
Liquid Lightning is another AOE that could be and should be changed to give a better ground aoe. It already is the ground aoe.
Rune Cage can be a sticky dot. It already is on bosses.
One of the morphs of crystal frags should also be more spammable.
Mage's Fury needs buffs so the class has a proper execute.
Daedric Summoning Passives can have different effects depending on if a pet is active or not. So it could be like X extra weapon/spell damage. You get additional weapon/spell damage if no pet is active or additional health if it's not. Or better yet, additional benefits if any Daedric Summoning skill is slotted because there are actually non-pet skills in that skill line like Haunting Curse.
Yeah, you can heavy attack but a heavy attack takes a full 2 seconds to complete and in combat, that’s a long time, especially for the purposes for retargeting a pet. A recast of DP is the quickest option but, in all fairness, it’s almost a tax on Sorcs because the recast cost full pool resource. The “free” option to redirect pets via inputs is cumbersome and can be painful when you’re dealing with targets that have high mobility. .. This is why I have such an issue with their AI. In combat one of the things I’m looking for is reliability. If I spend a resource I want reliability that the skill or effect I trigger is going to land where I need it to land at the time I trigger it. … Pets do synergize well with HA builds but any other pure Sorc build is going to have more struggles.
I would like to see pets have a much better AI and control interface that enables them to keep up with the extremely fast pace of combat that we find in latter game PvE & PvP. This is one of my biggest gripes with pets and it’s my biggest apprehension with thinking the Devs can fix that in the current state of the game.
There’s also the 2 bar penalty for Pets. I know people have complained about this and with the CURRENT state of pets I agree with them simply because the Pets are currently weak .. but .. if the Devs did defy the odds and figure out a way to re-write Sorc pet mechanics then I would agree with having to slot Pets on both bars to prevent the caster from becoming OP.
My feeling is that if they did go to a world Conjuring line then enable them to be active on either ability bar so Sorcs wouldn’t have to double slot them. Have them focus on lore oriented buffs and or debuffs and concentrated damage elements. This way the AI really isn’t as relevant because the damage wouldn’t be the focus the summoned empowerment would.
It’s no shock to anyone that we have more server side latency in gameplay than ever and various bugs to deal with. That’s all fine and acceptable but we have to also realize that anything we might ask for has to work in the scope of all that latency and I haven’t seen a single thing, from the Developers or the game itself that says to me that we can get Sorc pet mechanics fixed in a way that makes them more appealing in those latter game content scenarios.
I agree with you 100%, all of those abilities are stale and need reworks and you do have a good point about flexible passives. That is one good way to have passive available for both pet and non pet.
Now, if that same logic could be applied to a base skill itself, say, at the time the base skill is unlocked the Sorc either had to choose between the Pet variant or the Non Pet variant then I’m 100% ok with leaving them in the class. .. I don’t mean morphs, I mean the initial unlock of the skill would see the player choosing the “concentration” by selecting either the pet variation of the skill OR a non pet variation of the skill. Then onward each of those skills would have their own morphs and level ups accordingly.
I do think that sounds a bit complex for the Devs, but, we have UI menus now so we’re only talking about adding one additional selection layer which shouldn’t be too difficult. This would be unique to Sorc because no other class out there has such a concentration split like Sorc does so maybe this is one way to have our cake and eat it too?
spartaxoxo wrote: »The resource tax on Daedric Prey is pretty negligible because Pet Sorcs already have good sustain, especially on heavy attack builds. 5 of your skill slots are already taken by the pet build so the amount of stuff you need to cast and keep up with is lower than non-pet builds. That's one of the things that makes them such a good accessibility option.
To allow the pet to switch targets, it must be cast again before Daedric Prey explodes, thus losing at least one GCD and one instance of damage.
If we compare Daedric Prey with other similar skills, Purifying Light deals damage twice within 6 seconds, so the loss from repeatedly casting it before the explosion is relatively small. In addition, its overall damage is higher than Daedric Prey, it also has area healing, and casting the skill can trigger two very useful passives that are very effective at increasing damage – Prism and Illuminate. As for Subterranean Assault, we all know how powerful this skill is.
spartaxoxo wrote: »The resource tax on Daedric Prey is pretty negligible because Pet Sorcs already have good sustain, especially on heavy attack builds. 5 of your skill slots are already taken by the pet build so the amount of stuff you need to cast and keep up with is lower than non-pet builds. That's one of the things that makes them such a good accessibility option.
No, the easy part is the heavy attack, not the pet playstyle.
In fact, the pet playstyle is the root cause of Sorc's single-target damage issues; against targets without Daedric Prey, the pet's damage is ridiculously low. To make the pet deal damage, Daedric Prey must be managed every 6 seconds, which is a terrible skill. As other players and me have mentioned, Daedric Prey was originally created as a crutch to salvage Sorc. Giving the pet 50% pet damage just to make it keep up with other classes illustrates the predicament Sorc faced in U35. Furthermore, other aspects of this skill are very poor. To allow the pet to switch targets, it must be cast again before Daedric Prey explodes, thus losing at least one GCD and one instance of damage.
If we compare Daedric Prey with other similar skills, Purifying Light deals damage twice within 6 seconds, so the loss from repeatedly casting it before the explosion is relatively small. In addition, its overall damage is higher than Daedric Prey, it also has area healing, and casting the skill can trigger two very useful passives that are very effective at increasing damage – Prism and Illuminate. As for Subterranean Assault, we all know how powerful this skill is.
No, the easy part is the heavy attack, not the pet playstyle.
spartaxoxo wrote: »
It is both. The pets are much easier to command than it is to weave. Getting them to target something else is no different than repositioning other aoes when the enemy moves out of those too. It's one button press.
In some fights they actually stick to the target better than a regular AOE because they pet will continue to target the boss even when they're not visible and are hiding somewhere.
Let someone run Vet Coral Aerie with Sorc pets and see how much is aggro resistant to the pets .. and even have one taps. .. moreover, play any Vet DLC boss that’s heavy AoE oriented, that’s an Achilles heel for Sorc pets because they can’t get out of the AoEs reliably, they don’t carry enough damage output, and they take zero aggro … and that’s just Vet DLC, we’re not even talking Trial or PvP.
Let someone run Vet Coral Aerie with Sorc pets and see how much is aggro resistant to the pets .. and even have one taps. .. moreover, play any Vet DLC boss that’s heavy AoE oriented, that’s an Achilles heel for Sorc pets because they can’t get out of the AoEs reliably, they don’t carry enough damage output, and they take zero aggro … and that’s just Vet DLC, we’re not even talking Trial or PvP.
They don't need to get out of aoe in four man or twelve man, they won't die in vet dungeons or trials unless the player does.
spartaxoxo wrote: »They don't die in IA either.
They do die in overworld and arenas but they also take aggro there so it's a fair trade off.
They can contribute to damage while in an AOE.
spartaxoxo wrote: »They don't die in IA either.
They do die in overworld and arenas but they also take aggro there so it's a fair trade off.
They can contribute to damage while in an AOE.
What? I seriously doubt you've ever played Sorc. The AI is one of the easiest places for pets to die, and many boss mechanics still kill pets today.
spartaxoxo wrote: »They don't die in IA either.
They do die in overworld and arenas but they also take aggro there so it's a fair trade off.
They can contribute to damage while in an AOE.
Emphatic_Static wrote: »Alright. I'll throw my hat into the ring.
I've been a pvp stamina sorcerer since BETA. Those dark days BEFORE hurricane, let alone crystal weapon or bound armaments...
Almost everyone in this threads perspective is from a non stamina mentality - I would like to point out that for well over a decade the stamina sorc kit has been completely reliant upon weapon, world, and guild skill lines.
Crystal weapon should have been Stam Frag, obviously... It hardly gets used because light attacks are difficult to utilize reliably in certain aspects of gameplay. It misses a lot, and is punishing if you use the skill compared to others available. It just feels bad and always has. If it were a spammable, it would have been ok, but tying it to light attacks never made sense and sucks when it's dodged constantly, just unreliable. A regular spammable has the chance to hit, then a light attack weave has a chance to hit, but when your attack is tied to that light attack you are effectively trying to rely on 1 attack to land in any given global cooldown that would otherwise be at LEAST a light attack landing. But nope -- WHIFF. Either make it a spammable or a stam frag. period.
Armaments is cool, but once again is light attack focused - why is stam being pushed into light attack gameplay? Currently it's in a weird skill line so it's hard to justify using over other classes lines that are jam packed with stam love... Stam frag should have been like this skill but not tied to light attacks, just a proc but multiple projectiles rather than one frag like mag, making it more prone to missing or whatever but maybe different buff applied to balance that or something... but to put it with summoning is, well.... DUMB.
Hurricane has been the only stam skill that was any good for sorc. I think it was always dumb to make it grow over time and only be good damage for the later part of the duration - visually cool but would just be more consistent in anything other than a parse if it just had the same tick each time. Not the end of the world though, a good skill.
aaaaaand.... That's it. Every other class is offering more to the stamina side of things than sorc. Any build I've ever made in the last decade plus I end up saying to myself "Man... this would really slap on XXX class..."
The ONLY thing stam sorc has going for it is the mobility, but that is just a testament to how good streak is, a MAG skill, and less of a brag for stam sorc now that it has been outsourced to everyone else via subclassing.
We need some more morphs for stam. 3 is a joke. I agree with making summoning a tank focused skill tree, then you have your lightning based tree for mag, but what could be more on theme with dark magic than STAM MAGIC?
We need a tree that's catered to stam. I've been dealing with class identity crisis for far too long. If there's going to be a rework, STAM NEEDS SOME LOVE!
My pvp setup right now has ONE SORC SKILL..... And that is.... DARK DEAL! That's a shame. I'm a shell of a sorc. By the end of the year I'd like to stop living this way :-D
I agree, you’re 100% right on a lot of this here.
I think part of the reason you’re seeing so much Mag Sorc input is that if we’re talking about the fundamental class identity, Sorc falls more into a Magicka lore than a Stam one. This could be one of the bigger reasons why Sorc never got proper Stam attention or allocation.
I’m not opposed to an expansion of Stam focused skills for Sorc, but, I will say that this opens the door to much bigger problem when it comes to any class where range DPS is a core part of the class identity, and that is Stam has become a FAR too over prioritized resource, especially in PvP, to a much lesser degree in PvE but PvP is a big part of end game ESO content and Sorc has to be viable in both PvE & PvP.
The problem with Stam is that it gravitates around melee skills which have a much lower accuracy threshold and therefore a higher reliability of strike than ranged DPS where reticle & hit detection in both PvP & PvE is atrocious.
Further, Stam based builds see their damage scaling tied to the same resource that’s used as primary counter play for evasion, damage mitigation, and break free. Mag based builds can’t break free from CC using Magicka, nor can they dodge with Magicka. A Stam player that can allocate resource into the Stam pool gets both the extra ability to block, dodge, & break free sustain all while having their damage scale off that resource, that’s a 2 for 1 benefit that Mag doesn’t get. And currently it’s not though Mag scaling is higher than Stam scaling to account for this.
So if we’re going to talk about expanding resources for Stam based Sorcs we need to really talk about and make sure we’re including some sort of utility passive or Skill that enables Mag based Sorcs to keep pace in light of the growing priority Stam has in combat; otherwise we risk Sorc pivoting to Stam based a baseline in order to be competitive which greatly affects the class.
We want to be inclusive of play styles but not to the point that they ever undermine the fundamental of the class, unless, we’re going to redefine the class.
One idea might be that Sorc skills work similar to how some of the Arc skills work whereby the scaling is based off of your max resource (either Mag or Stam). In this way a player can select a skill and utilize its function and have it run off of their main resource, and, the game can scale so that Stam isn’t continuously over prioritized.
I agree, you’re 100% right on a lot of this here.
I think part of the reason you’re seeing so much Mag Sorc input is that if we’re talking about the fundamental class identity, Sorc falls more into a Magicka lore than a Stam one. This could be one of the bigger reasons why Sorc never got proper Stam attention or allocation.
I’m not opposed to an expansion of Stam focused skills for Sorc, but, I will say that this opens the door to much bigger problem when it comes to any class where range DPS is a core part of the class identity, and that is Stam has become a FAR too over prioritized resource, especially in PvP, to a much lesser degree in PvE but PvP is a big part of end game ESO content and Sorc has to be viable in both PvE & PvP.
The problem with Stam is that it gravitates around melee skills which have a much lower accuracy threshold and therefore a higher reliability of strike than ranged DPS where reticle & hit detection in both PvP & PvE is atrocious.
Further, Stam based builds see their damage scaling tied to the same resource that’s used as primary counter play for evasion, damage mitigation, and break free. Mag based builds can’t break free from CC using Magicka, nor can they dodge with Magicka. A Stam player that can allocate resource into the Stam pool gets both the extra ability to block, dodge, & break free sustain all while having their damage scale off that resource, that’s a 2 for 1 benefit that Mag doesn’t get. And currently it’s not though Mag scaling is higher than Stam scaling to account for this.
So if we’re going to talk about expanding resources for Stam based Sorcs we need to really talk about and make sure we’re including some sort of utility passive or Skill that enables Mag based Sorcs to keep pace in light of the growing priority Stam has in combat; otherwise we risk Sorc pivoting to Stam based a baseline in order to be competitive which greatly affects the class.
We want to be inclusive of play styles but not to the point that they ever undermine the fundamental of the class, unless, we’re going to redefine the class.
One idea might be that Sorc skills work similar to how some of the Arc skills work whereby the scaling is based off of your max resource (either Mag or Stam). In this way a player can select a skill and utilize its function and have it run off of their main resource, and, the game can scale so that Stam isn’t continuously over prioritized.
Agreed. I'd also like to add that most Stamina skills are melee, thus they have a 10% damage bonus, resulting in higher damage than magic skills. Stamina also has a faster regeneration rate than magic .
And many magic skills are forcibly tied to healing and resource effects. Therefore, for the sake of balance (at least to appear balanced in the spreadsheet), these magic skills are often weaker than Stamina skills. This isn't limited to Sorc; it includes other classes like Punctuating Sweep, Endless Fury, Burning Embers, etc. This further widens the damage gap between Stamina and magic skills, which is why Stamina builds are the mainstream in PvE.
If each class's spam skills and at least one burst skill were based on the Highest/Lowest Max Resource, like Arc, I think it would help increase build diversity and optimize some niche playstyles.