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[Request/Discussion] ZOS, with the upcoming Sorcerer refresh

Turtle_Bot
Turtle_Bot
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The purposes of this thread:
1. To inform ZOS about what the pain points of the current (pre-refresh) Sorcerer class kit are and what needs addressing in the refresh.
2. To encourage ZOS to actively communicate early (i.e. during the early design phase) to get it right so we don't just have more complaints later down the road because uninformed/drastic changes need to be made to adjust the class because the refresh got it wrong.

@ZOS_Kevin first off (addressing point 2 above), we need solid and early communication from the refresh team during the design phase about what the intended goals of the Sorcerer rework are, that way we can help to steer any potential changes in the right direction while it's being designed and before it's too late to do anything.

Onto the pain points of Sorcerer:
  • Too much redundant utility within Sorcs active skills.
    3 examples:
    1. Sorcerer should not need 5 active skills (endless fury, crystal shards, energy overload, dark exchange and regenerative ward) + 5 passives (capacitor, unholy knowledge, persistence, rebate and power stone) just for sustain. This just eludes to a fundamental design flaw where either the skills are too expensive, just to account for the extra sustain, or the sustain becomes too much that skills designed around not being spammed are able to be spammed (such as Daedric Mines in the past). This also reduces the diversity of effects and interactions able to be given to the class since the power budget is being used up for this sustain that is either completely unnecessary or too necessary.
    2. Sorcerer should not need to have 6 crowd control abilities (Streak, Rune prison, Spines, Scamp, Atro and Mines) in it's kit. This is just completely unnecessary and is another example of over-redundancy that is stifling Sorcerers class kit.
    3. Sorcerer should not need 4 dedicated niche case burst heal abilities (exchange, matriarch, shroud and clannfear) when it's original design was to have strong healing over time and use shields to absorb, pets to block and mobility to avoid incoming damage strategically to allow that healing over time to work with maybe a cast time "burst" heal like exchange for an additional heal if it manages to enable that window of opportunity to use it. This would definitely require a PvE/PvP split so that tank sorcs and healer sorcs in PvE can still do their job since pets don't block a taunted boss's damage and many boss hits cannot be avoided by "stepping out of the AoE" and most big hits on vet/HM deal more damage than health bar (without block mitigation) + shield combined specifically to prevent cheesing content with shield builds.
  • There's too much conflict within the design of the active skills of the class.
    The abilities and skill lines don't synergize properly with each other and this (imo) is likely the result of trying to constantly force each playstyle (pet/mag/stam/shock/other) independently instead of trying to synergize them all cohesively to work together.

    3 examples:
    1. Take the healing skills within Sorcerers kit, by design of the damage shields, Sorcerer should have consistent passive healing over time and use the class shields as temporary damage absorbers alongside superior mobility of speed and streak to allow that passive healing over time to do it's job instead of trying to spam block and burst heals to get out of a sticky situation like a DK, warden, plar or Necro does, but the only semi-passive healing within the class kit is from Surge that requires dealing critical damage (crit surge morph) with no targeted damage over time ability in the class kit, or critically healing (power surge morph) with no healing over time ability in the class kit and blood magic (a passive that, unless taking the Conservation of Energy mastery, requires activating a Dark magic ability to proc, all of which are extremely niche at best), every other heal in Sorcerers kit is an expensive single cast, single heal, burst heals (matriarch, shroud, exchange, clannfear) that doesn't synergize with the shielding/avoiding damage + healing over time playstyle of the rest of Sorcs defensive kit.
    2. Surge requires dealing critical damage (crit surge morph) or critically healing (power surge morph), yet the class has no targeted damage over time or heal over time ability in the class kit that would enable this ability to function as designed. Further, the proposed changes to the class unique minor buffs is removing crit chance from Sorcerer, further reducing the synergy between surge and the rest of the class kit.
    3. Sorcs damage skills, where every ability deals its damage on a delay (or requires a build up) and most abilities are just a "this ability that is this other ability Sorc already has, but now specifically for this other Sorc playstyle" and there's nothing in the class kit to cast in the meantime while building up, or while the delay counts down to maintain any real pressure, hence why all Sorcs take a non-class ability (or heavy attack) as their main spammable and non-class damage over time abilities to round out this missing fundamental basic aspect of a class kit. This leads into the next point.
  • Too much focus on "delayed" damage, "timed" damage, or "back-loaded" damage with very little of anything else.
    - Crystal weapon does nothing on cast, but adds a burst of damage to a light attack to be timed with another ability later on (the foundation of how the "pulse gank build" works when used in tandem with Arcanist Treatise skill that does the same thing but with class abilities instead of light attacks). Technically can be a pressure skill, but still delayed by 0.5 to 1 second (if light attack weaving) and is entirely dependent on the light attack landing on its target, hence why it often feels like a delayed or timed burst rather than a pressure/spammable ability because it's most reliable use is part of a gank build the target doesn't see coming.
    - Frags is basically just Spec bow (build up to a big hit), but on an rng proc instead of guaranteed every 5 light attack build up, making it a very frustrating skill to use/face because it's either OP because it's spammed (good rng) or completely useless because it never procs (bad rng), which is never fun/engaging to use or face.
    - Curse is the standard delayed burst that abilities are timed around being combined with for a burst of damage, and imo, should be Sorcerers delayed (or "timed") burst ability like shulks for warden, PotL for plar, blast bones for Necro, etc. and should reflect being such.
    - Armaments is essentially a "stamina frags" in practice, but with a guaranteed build up instead of rng proc.
    - Fury is a delayed proc of damage that only triggers if the target falls below 20% health (at which point a regular ability will finish the target off anyway) and the nerf of it's duration from 4 seconds down to 2 deleted Fury's ability to be woven into a combo that takes 4-5 seconds to line up that also requires other skills to be cast specifically on that 2 second timing window that fury now has to be cast at post nerf.
    - Spines is AoE damage but only after the immobilize ends (up to 4 seconds delay).
    - Rune cage is delayed damage but only if the stun lasts the full duration.

    Notice something missing here? There's no basic spammable ability within the class kit. No "surprise attack", "rune-blades" or "jabs" that would typically be used to maintain consistent pressure.
    It's why Sorcerers ALL depend entirely on weapon/non-class abilities to fill this missing key aspect of a class kit, which leads into the next pain point.
  • Passives (and class masteries) synergizing better with non-class abilities than with Sorcerer abilities despite needing to be soo overwhelmingly strong to try and carry the underwhelming class active abilities when not using non-sorc abilities.
    Sorcs passives (and now masteries) have always been strong, but they synergize too well with non-Sorcerer abilities which makes for a frustrating time trying to balance the class because in a vacuum, using only Sorcerer class abilities and not generic, WW, or sub-classed abilities, the passives/masteries need to be so overwhelmingly strong to make up for this lack of synergy/functionality of the in-class active abilities, but because the passives/masteries happen to be completely generic, for the most part, they become too strong/enable too much when used alongside non-class or sub-classed abilities that were never designed around having such strong and synergistic passives to buff them.

    It's frustrating because it creates an environment where a lot of complaints get misdirected at Sorcerer as a class, when in reality it's the fact that passives/masteries that were designed strong to carry bad/conflicting/clunky class active abilities but are being paired with independently strong non-class active abilities creating a much stronger than designed interaction than what those passives/masteries were designed around.

    It's almost a certainty that if the Sorcerer class masteries and passives were changed tomorrow to only work with Sorcerer class active abilities with no other changes to Sorcerer abilities, the class would almost vanish overnight, because 90% of Sorcs class active skills just aren't good enough nor synergistic enough with the passives/masteries to flow like a fully functional class should, despite how strong the passives/masteries are.

    Some perfect examples of this issue are:
    - Blood for Blood (vampire spammable ability that guarantees hemorrhage proc for double tick of damage on cast for reverb synergy and costs health which is completely offset by CoE proccing blood magic heal on cast)
    - Wield soul (scribing skill with a damage script and class flourish for that same double tick of damage as B4B that synergizes with reverb)
    - Twin slashes (DW DoT + spammable + status effect proc in 1 ability that does a triple tick of damage + DoT for reverb)
    - Refreshed Werewolf (cheap skills and many instances of damage (especially rip and tear that is 3 hits including sundered and it's own heal on cast) that synergizes with both CoE and reverb)
    All of these synergize perfectly with multiple of Sorcerers class masteries, and get significantly more value out of Sorcerers passives being completely generic than Sorcerers own abilities gain from these same passives/masteries, despite the fact that none of these are abilities are from Sorcerers class kit and all of which are available to every single class in the game, just that those other classes passives/masteries are much less generic.
  • Cast times
    In the past, cast times were a good way to balance how strong Sorcerers tooltips were, making them clunky to use while being strong meant that if used properly, was a good way to balance risk and reward for the class, but as power creep has gone on over the years, other classes have either caught up to or surpassed the raw tooltip values (mostly thanks to the "standardization" efforts of U35) despite not having cast times on their abilities (many of which also do much more with secondary effects, buffs, debuffs and synergies than Sorcs abilities).

    There's also the issue of hidden cast times of many of Sorcerers "instant" abilities where the animation must play in full or the ability gets cancelled, despite the ability being labeled "instant" on it's tooltip (lightning splash, mages fury and streak are big ones for this issue, especially during poor performance where they often fail to cast if not left to complete the animation in it's entirety).

    Something else I have noticed on abilities with a cast time, is that they have much worse target tracking than abilities that are channeled. They either miss the target entirely despite no "dodge roll" by the target, or randomly cancel the cast. They also have a very buggy interaction with ANY line of sight (even incomplete line of sight such as a half height log/rock/crate/etc.) and this issue gets exacerbated with high ping/desync because the server is getting conflicting messages from different clients about what happened, often leading to a lot of shenanigans such as hitting through walls, or cancelling the cast even though the target is out in the open.
  • One dimensional nature of Sorcerers abilities and the bar space issues this causes.
    This was fine 10 years ago when Sorcerer had a third skill bar from Overload, that via additional APM game-play/skill allowed for slotting abilities to round out a build like other classes can already do with just 2 bars due to all the additional effects their abilities have that Sorcerers class abilities don't. However despite abilities being "standardized" in U35, other classes abilities gained significant power because their secondary effects were never removed, as such it always feels terrible trying to innovate new/different/off-meta builds with Sorcerer using any of the lesser used class skills compared to trying it on other classes because the Sorcerer abilities just don't do anything beyond their single basic function which makes trying to slot/use them just not worth attempting because it requires an additional 1-2 bar slots to make them on par with (due to buffs/debuffs/secondary effects) what other classes can try to attempt with their lesser used abilities.
  • Pets are very much "all or nothing" in their design with very little in-between.
    Needing to be slotted on both bars is both a blessing and a curse for the pets. It enables a very simple and easy "pick up and play" playstyle that is very popular among casual players, but it leaves zero room for growing or experimenting as a player or as a class with these abilities, especially since they also require 2 GCD uninterrupted cast time to summon them and they don't interact with regular gear-sets or abilities that are supposed to synergize off other abilities (such as either morph of surge heal).
    There's no way to just run them on 1 bar since they despawn anytime the bar is swapped and take a minimum 4GCD to resummon both of them after swapping back to the bar they are slotted on. This ties in with the above issue of bar space since they take up both bars, but then they don't come with any buffs, debuffs, and minimal secondary effects to account for this clogging up of valuable bar space.
    The following pain point is technically not Sorcerer specific, but is related to Sorcerer via it's theme:
  • Lack of love for Lightning theme/Shock damage in ESO.
    Lightning is supposed to be Sorcerers "elemental theme" like Fire is for DK, yet the pets don't interact with anything despite dealing shock damage and the majority of Sorcerers "good" abilities don't deal shock damage and are the generic magic damage type which doesn't synergize with the class passives. There's also the complete lack of percent modifiers and Concussed/secondary effect interactions in the game.
    There's no shock damage "payoff" skill (delayed burst like curse, flame lash, etc.), especially with how clunky (and recently also nerfed) Fury has become.
    There's no spammable skill outside of specifically wield soul, which severely restricts options when trying to create a build centered around this theme.
    There's only 1 set for this damage type that is good (i.e. not bad/outdated/powercrept), and only became good this patch due to specifically it's interaction with 1 of Sorcs class masteries, which just leaves off-theme sets to try and fill out a build.
    Visually the majority of this theme just feels like reskinned fireballs rather than true lightning bouncing around the battlefield (the Storm Projection vision/verse from IA feels much more "lightning theme" than the majority of Shock damage abilities in the game and (imo) should be the standard by which the visuals/sfx for all lightning themed skills should follow).
Ways to (ideally) look to adjust Sorc in the upcoming refresh.
  • Remove the redundancy within the class skills. Sorc doesn't need 10+ effects dedicated specifically to self sustain/offset high costs, or 6 crowd control abilities, or 4 dedicated niche burst heals that don't synergize with how damage shields play that only end up restricting potential abilities/synergies that could be used for more diversity and improved functionality within the class skills.
    Ideally (imo) the abilities kept would be:
    - For Crowd Control: Streak (class defining ability and hard stun), spines ("soft" crowd control, i.e. immobilization) and Atro (Ultimate with large AoE crowd control on cast)
    - For healing: Matriarch (single bar would be a standard honor the dead level single target burst heal, double bar would be current Matriarch permanent pet but maybe it heals over time instead of dealing damage over time and would interact with surge and sets)
    - For delayed/timed/burst damage: Curse (just type change and modernized debuff access), Frags (mag version of "spec bow") and Armaments (stam version of frags, swapped with weapon morph) and weapon (moved to other morph of aegis so one is a DPS morph, other is a tank/support morph)
    - For sustain: Dark Exchange (class defined sustain skill and focus on sustain instead of trying to also be a burst heal) with some updating to reflect "refreshed class" standards, 1 morph of overload and 1 or 2 passives.
    Everything else (fury, shroud, clannfear, scamp, mines, rune prison and many passives) that are currently doubling up on these aspects can (and should) be reworked entirely, to fill missing key aspects (spammable, targeted DoT, HoT, cleave, etc.), facilitate new playstyles or better synergize/enhance existing playstyles to make them want to use/experiment with more of the class kit than just constantly go looking outside the class kit for the majority of their build while cherry picking the very few synergistic or strong sorc abilities for their specific build.
  • Reduce the conflict within the class lines. The class doesn't have to be Pet OR Stam OR Mag OR Lightning OR other, they can all work together, it just needs to be designed to do so from the ground up, but in a way that is natural and allows synergy without forcing interactions or forcing one specific version of the class over the others.
  • Limit class passives/masteries to mostly interact with Sorcerer abilities. At least to shock/physical damage type abilities, rather than being generic for everything, especially since shock/physical damage is sorcerers primary damage types/themes (representing lightning and wind elements of storms respectively).
  • Rethink cast times. These need a complete overhaul/rethink and going over the animations of abilities so that instant abilities are actually instant cast and reliable, not "animation dependent" to cast. Target tracking of cast time abilities also needs looking at/fixing.
  • Secondary effects, buffs/debuffs. With power creep over the years, it's time to look at secondary effects/synergies between Sorcs abilities so we don't need to keep overbuffing tooltips (that causes scaling issues like hardened ward in U41) just to keep up with power creep. This would also allow for experimentation with Sorcs lesser used abilities for a wider variety of builds/variants instead of just more of the current same 2 mag stacking or proc stacking or pet only builds.
  • Pets (all pets, not just Sorc pets) definitely need a middle ground. Something like a regular non-pet ability if the pet is slotted on 1 bar (like the vengeance "pets", that are more like DoTs/heals, but not quite so simple as these), but pets would remain (or become in the case of non-sorc pets) full permanent pets with secondary abilities (and updated additional bonuses) if slotted on both bars (something that was suggested by @ketsparrowhawk on another thread regarding Necro reworks/pets).
  • Replace Magic damage type with shock/physical damage types across the class and update the visuals to reflect these changes. Also update/add better/more synergistic passives for shock damage, beyond just the singular +5% increase from energized passive, include interactions with the concussed status effect and bonuses/effects for leaning heavily into the damage types like DK has for flame damage.

I'll leave any further discussion of shock damage specifically for another thread, but I do want to reiterate that the Storm Projection vision from Infinite Archive is something that I would hope that the majority of Lightning themed abilities post refresh would try to align with for their visuals and SFX, being impactful but not overbearing, feeling fast, responsive and snappy to use, being more like lightning rather than just feeling like reskinned fireballs/waves of flame/etc.

To summarize, Sorcerer does NOT need total tooltip value increases, what it needs across all of it's different playstyles is:
  • improved functionality
  • less clunkiness
  • improved synergy
  • more/better secondary effects/buffs/debuffs
  • less redundancy and
  • better cohesion and streamlining of it's active abilities
A personal request would also to be improved VFX/SFX to be more like the IA Storm Projection vision, snappy, quick, responsive, feeling like lightning rather than just reskinned flame effects.
  • ZhuJiuyin
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    This is an excellent as always post, highlighting almost all of Sorc's pain points.

    However, I believe Sorc doesn't need so many delayed/timed/burst damage skills. Even just keeping Curse, Frags, Armaments, and Weapons is excessive. With 15 skills across three skill lines, a quarter of them are delayed/timed/burst damage, which is still too redundant.
    I think Sorc only needs to keep Frags and Weapons. Curse is easily blocked or cleansed in PvP, and in PvE, if the target dies prematurely, it's a pure waste of DPS (In comparison, DoT skills still deal some damage before the target dies). Weapons require a pre-action animation to grant extra damage to two light attacks. In contrast, Arc's Inspired lasts 30 seconds and has more lenient conditions (any class skill will do), even providing a permanent Major buff.
    So I think Curse and weapons should also completely reworked and shouldn't be retained.

    Hopefully, ZOS can get out of the layoff predicament as soon as possible and regain its former glory.

    Edited by ZhuJiuyin on July 30, 2026 3:43AM
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Turtle_Bot
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    ZhuJiuyin wrote: »
    This is an excellent as always post, highlighting almost all of Sorc's pain points.

    However, I believe Sorc doesn't need so many delayed/timed/burst damage skills. Even just keeping Curse, Frags, Armaments, and Weapons is excessive. With 15 skills across three skill lines, a quarter of them are delayed/timed/burst damage, which is still too redundant.
    I think Sorc only needs to keep Frags and Weapons. Curse is easily blocked or cleansed in PvP, and in PvE, if the target dies prematurely, it's a pure waste of DPS (In comparison, DoT skills still deal some damage before the target dies). Weapons require a pre-action animation to grant extra damage to two light attacks. In contrast, Arc's Inspired lasts 30 seconds and has more lenient conditions (any class skill will do), even providing a permanent Major buff.
    So I think Curse and weapons should also completely reworked and shouldn't be retained.

    Hopefully, ZOS can get out of the layoff predicament as soon as possible and regain its former glory.

    Personally, I do agree that the delayed burst I kept is still too much, but I wanted to keep at least 1 option for the many different playstyles since there are a lot of players that prefer weapon over frags, curse over armaments, etc. but I wanted to try and condense those delayed burst options within Sorcs kit down to 2-3 abilities that are then differentiated via morphs instead of having the options being spread out across 6+ abilities that could have had their base forms redone to something else entirely to encourage Sorcs to look at/try out more of their class kit beyond just the same few abilities.

    That's why I suggested swapping armaments with weapon, since weapon is a "weapon enhancement spell" that buffs the next hit on a target with your equipped weapon and aegis is an "armor enhancement spell" that buffs your defenses with magic armor, so those 2 would fit together as alternate morphs of the same ability being used for different roles, while armaments is basically just frags but with guaranteed build up and multiple hits instead of rng to proc and 1 big hit. This way the "design" of bound armor is battle mage enhancements for either offense or defense depending on the morph chosen and the "design" of crystal shards is "build up burst" with the morphs differentiating the way the burst is built up to (rng with frags, guaranteed but specific timing with armaments).

    I could see curse being made into a DoT, but the issue with that change is then Sorc is basically just "purple/lightning NB" with frags/armaments being spec bow 2.0 and curse being debilitate 2.0, just without an actual in-class spammable to match surprise attack/concealed weapon, which doesn't really help with class identity that is the goal of these refreshes. That's why I kept Curse as it was. Although I could see the Daedric Prey morph getting some adjustments since that morph being designed for pets doesn't feel right for a more casual/easier playstyle with it's constant timing management requirement.
  • Pinktraining
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    Cast times have always been a hallmark of Sorc; it's precisely because of cast times that Sorc can use powerful sets like Soulshine, so there's absolutely no need to remove them.

    Furthermore,I can't understand why you'd want to keep Curse, because from any player, from any class's perspective, it's a failed skill.
    Curse is at best a weaker version of Power of the Light. The entire concept of Curse needs a redesign, and since it's going to be redesigned anyway, there's no reason to keep the delayed damage feature.As for Daedric Prey... it's absolutely the dumbest design I've ever played in any game. A very short-duration debuff that requires players to maintain for as long as possible to ensure sufficient damage, and it's also forced to be linked to a pet, with poor pet's AI further limiting the skill's potential.

    In my opinion, Curse and the two morphs should definitely be on the rework list.
  • Turtle_Bot
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    Cast times have always been a hallmark of Sorc; it's precisely because of cast times that Sorc can use powerful sets like Soulshine, so there's absolutely no need to remove them.

    Furthermore,I can't understand why you'd want to keep Curse, because from any player, from any class's perspective, it's a failed skill.
    Curse is at best a weaker version of Power of the Light. The entire concept of Curse needs a redesign, and since it's going to be redesigned anyway, there's no reason to keep the delayed damage feature.As for Daedric Prey... it's absolutely the dumbest design I've ever played in any game. A very short-duration debuff that requires players to maintain for as long as possible to ensure sufficient damage, and it's also forced to be linked to a pet, with poor pet's AI further limiting the skill's potential.

    In my opinion, Curse and the two morphs should definitely be on the rework list.

    Cast times are not the hallmark of Sorc, that would be Lightning, streak, pets, "physical" (wind such as hurricane or crystals from dark magic skills) and damage shields.

    Further, Soulshine is a very outdated set that hasn't been good for well over 7 years now (if it ever was good) and definitely not a "powerful set". A few examples of other sets that also give unique weapon/spell damage bonuses like Soulshine, but are much better:
    Clever Alchemist: Gives nearly double the amount of weapon/spell damage that Soulshine gives and is craftable so can be any armor weight.

    uvartujdcnyb.png

    Rallying Cry: Gives almost the same weapon/spell damage, but also grants a lot of critical resistance (big defense bonus) with a longer duration than Soulshine and comes in Light weight which grants pen and crit chance bonuses per piece.

    auf8ry18m4q1.png

    Moon Hunter: Grants 50% more weapon/spell damage than soulshine and is craftable so can be any armor weight.

    aofzrpwem4qx.png

    New Moon Acolyte: Gives 10% more weapon/spell damage than Soulshine and is permanent, not requiring doing anything to gain that damage.

    igal190tdfzt.png

    Sentry: less base weapon/spell damage but it's permanent with no proc requirements and gives a massive stealth detection bonus for hunting down Nightblades/invisible enemies in PvP. Also comes in Medium Armor weight that gives percent modifiers per piece of medium armor worn which nullifies the lower base weapon/spell damage of this set.

    d263ox4h4shk.png

    Burning Spell Weave: Grants 30% more weapon/spell damage and just requires dealing any flame damage with an ability, (scribing skill, destruction staff skill, any DK skill) and it inflicts the burning status effect which is a free damage over time proc for even more damage.

    isyo30cmjxfk.png

    Yandir's Might: 20% up to 84% more weapon/spell damage than Soulshine and is just as easy to proc since Sorcerer wants to deal lots of crits already to proc Surge heal as much as possible.

    2mw55nkdxbo0.png

    For context, here is Soulshine:

    pmg8ixzp5cqw.png

    I'm actually curious to know where you're getting your information about builds, abilities and sets, (such as "Soulshine is a powerful set"). Because if someone is telling you that information, they are seriously misleading you.

    Curse is also not a bad skill, it just struggles post sub-classing because everyone is running some form of cleanse (templar ritual, warden netch, Mara's balm set, cleansing revival champion point, etc.) and some form of the named Evasion buff (Area damage reduction) that just hard counters Curse. It also doesn't have/do anything beyond it's damage instances, which is where if ZOS were to look at the skill, all it would need would be small adjustments such as a debuff and/or secondary effect to it so it isn't completely hard countered by cleanses or the evasion buff.

    I do agree though that the Daedric Prey morph is not well designed, especially for the intended playstyle it was designed for, and I mentioned as much already.
  • DahliaNightshade
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    I don't like pets and I would like ZOS to make it easier to make a good balanced No-Pets build.

    I have what I consider a good build, it works, but during the last decade I've had to go through a lot of trials and errors to come up with builds that could somehow get close to the damage of a Pet build.

    Pets shouldn't be mandatory to be competitive.

    And yes, as usual Turtle_Bot's post on this subject is very well thought out.
  • Wuuffyy
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    Cast times have always been a hallmark of Sorc; it's precisely because of cast times that Sorc can use powerful sets like Soulshine, so there's absolutely no need to remove them.

    Furthermore,I can't understand why you'd want to keep Curse, because from any player, from any class's perspective, it's a failed skill.
    Curse is at best a weaker version of Power of the Light. The entire concept of Curse needs a redesign, and since it's going to be redesigned anyway, there's no reason to keep the delayed damage feature.As for Daedric Prey... it's absolutely the dumbest design I've ever played in any game. A very short-duration debuff that requires players to maintain for as long as possible to ensure sufficient damage, and it's also forced to be linked to a pet, with poor pet's AI further limiting the skill's potential.

    In my opinion, Curse and the two morphs should definitely be on the rework list.

    Who in their right mind is using soul shine in PvP right now? Also, curse would work fine if it was consistent- it not being purgeable and provides it a minor buff or something would go a long way to remedy that right now.
    Edited by Wuuffyy on July 30, 2026 3:38PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • WuffyCerulei
    WuffyCerulei
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    I agree with ya 100%. The sorcerer builds, PVE and PVP, are just too bland too. Barely anything’s changed in years for either. Like, I’m legit doing Werewolf DPS in PVE on my sorc more because it’s different and fun. Not the same old same old.
    Praying to Alkosh and Khenarthi that Sorcerer rework gives more build variety
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