1. To inform ZOS about what the pain points of the current (pre-refresh) Sorcerer
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.
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.
- 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.
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:
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.