Turtle_Bot wrote: »
Crystal Shard becomes "Void Fracture" (getting us away from the crystals)
Base skill:
Void Fracture: Conjure void energy from the realm of Oblivion to blast your enemy with for (0.10350 MaxStat + 1.0868) Magic Damage. Every 5th cast of this skill will apply Minor Brittle to the target for 3 seconds.
Cast: Instant
Range: 28m
Cost: 2700 Magicka
*Recommended that the current "bonus proc" of Frags instant animation & style be used as the baseline for this skill and the Magicka morph of this skill.
Morph 1:
Void Shatter: Conjure void energy from the realm of Oblivion to blast your enemy with for (0.10350 MaxStat + 1.0868) Magic Damage. Every 5th cast of this skill will apply Minor Brittle to the target for 3 seconds.
This skill gains an additional 10% chance to apply the Overcharged status effect and increases the damage from the Overcharged status effect by 10% (calculated off base status scale. So if an overcharge proc would normally scale to 1,300 based on stats then the bonus from this skill would add 130 points).
Cast: Instant
Range: 28m
Cost: 2700 Magicka
*This skill would use the same instant cast animation as the base skill.
Morph 2:
Void Blades: Conjure Daedric blades from the realm of Oblivion to slash your target for (0.102997 MaxStat + 1.07601) Physical damage and applying the Sundered status effect. Casting again on the same target increases the range of this skill to 9m for 10 seconds.
When you deal damage with this ability you heal for (0.15000 Health (Resource)) and an additional (0.050000 Health (Resource)) per second for 5 seconds.
Cast: Instant
Range: 7m
Cost: 2,400 Stamina
*Recommended this skill use a modified version of the Twin Slashes animation but enable the conjured daggers to include a purple aura glowing around them.
Interesting idea, but I would do away with the magic damage altogether and just keep something like Overcharged status as a nod to it being magic damage before the rework. Something more like:
Base skill:
Arcane Jolt
Cast: Instant
Range: 28m
Cost: 2700 Magicka
Blast your target with Daedric infused Lightning, dealing X Shock Damage. Hitting a target affected by the Concussed Status inflicts the Overcharged Status effect.
Visuals would be similar to the Storm Projection Lightning but with the Force Shock Onyx Black skill style colouring to tie in Sorcerers Daedric sub-theme. Overcharged is there as a nod to shards/frags being magic damage originally, but removed the magic damage since Sorc is the main source of lightning theme in ESO and the passives synergize with Shock/Physical damage.
Base damage values are the same as a regular ranged instant spammable such as Force Shock.
Morph 1:
Echoing Jolt
Cast: Instant
Range: 28m
Cost: 2700 Magicka
Blast your target with Daedric infused Lightning, dealing X Shock Damage. Hitting a target affected by the Concussed Status inflicts the Overcharged and Sundered Status effects and causes this ability to chain to a nearby target twice (cannot chain to the same target twice and bonus Status effects applied only to original target).
Morph now allows the ability to chain to up to 2 nearby targets, granting some much needed cleave to Sorc and giving a reason to build into the shock damage status effect.
Morph 2:
Gale Strike
Cast: Instant
Range: 7m/Self
Cost: 2300 Stamina
Strike your target with the force of a Storm, dealing X Physical Damage. Hitting a target affected by the Sundered Status inflicts the Overcharged and Concussed Status effects. If this ability is cast without a target, you instead infuse your next Light or Heavy attack to deal Y Physical Damage.
This morph is the stamina morph, dealing physical damage, and giving a reason to build around Sundered, but using it while not targeting anything causes it to function like current crystal weapon, giving it a way to be used as either a traditional spammable that hits a target, or keeping the current CW playstyle. X is standard melee spammable damage, Y is ranged spammable damage since it can be used with a bow/staff attack from range and potentially delayed to time it with another GCD like current CW can.
The reason for the double status effects is because the ability has no built in extra damage or self-buffing modifiers that other class spammables have:
- surprise attack (off-balance + either guaranted crit + sundered or passive speed and percent modifier)
- skulls (massive percent increase on 3rd cast)
- flame lash (spec bow damage that is AoE with a heal if used on off-balanced target)
- runeblades (percent bonus per crux and percent increase or crit chance for each projectile)
- dive (weapon/spell damage bonus + off-balance)
It was also to tie in the theme of Storms for Sorcs 2 damage types Physical (Wind) and Shock (Lightning).
Also note that it no longer has the cost reduction secondary effect that both morphs currently have or the bonus high damage rng proc that frags has.
@Luneca ^ a direct quote from you from this thread 1 week ago: https://forums.elderscrollsonline.com/en/discussion/comment/8514321/#Comment_8514321I never thought I would see people actually ask for buffs to the class that is currently a mobile siege engine.
And asking for curse to be buffed because someone might have purge when the majority of players cannot even purge my siege?
This is beyond wild. This is insane.
Wow, insane someone is tryng to argue that sorcs have a spammable just because they don't want their gank NB nerfed. The forums never cease to amaze me with how far people are willing to go to protect their cheese.
Wow, insane someone is tryng to argue that sorcs have a spammable just because they don't want their gank NB nerfed. The forums never cease to amaze me with how far people are willing to go to protect their cheese.
Keep up the good work refuters. You do represent the majority of people that actually play sorc outside of a subclassed stelathy gank setup. Something that skill wasn't designed for in the first place if we consider it a "spammable" like that guy wants us to.
Sorcs need work and have needed it for a long time, just like NB, templar, and also necro for similar yet differing reasons. Why ZOS cannot just change a single skill or introduce one mechanic to hold these classes over is insane.
ketsparrowhawk wrote: »Sorc has an amazing burst combo with Curse, Crystal Weapon, Fury, Bound Armaments, Overload. Their offense in PvP is very much burst-oriented. I recommend watching some of the videos I linked earlier to learn more about how these abilities work in PvP. I don't have the energy to respond to the whole wall of text but Sorcs have lots of enviable abilities too.
You only speak for yourself. Delayed burst is not only competitive, It's how most burst combos work. Blastbones, Shalks, POTL, Core of Flame/Inferno, Curse are all delayed burst skills and are all crucial for their respective class's burst combo.I'm sorry, but for many of us, myself included, the aspect of delayed burst just isn't competitive anymore.
I think OP has some great ideas. I mostly just disagree with your assertion that 1) sorcs don't have a class spammable (even OP conceded this point earlier in this thread), and 2) sorcs have subpar abilities for PvP. I've given references. Yours are all either outdated or for PVE so it's hard to take them seriously.I'm fully aware of how Sorc skills work, we all are. Unless you think the entirety of the OP's concerns are invalid I don't know what your point is here.
ketsparrowhawk wrote: »Delayed burst is burst.
ketsparrowhawk wrote: »You only speak for yourself. Delayed burst is not only competitive, It's how most burst combos work. Blastbones, Shalks, POTL, Core of Flame/Inferno, Curse are all delayed burst skills and are all crucial for their respective class's burst combo.
ketsparrowhawk wrote: »I think OP has some great ideas. I mostly just disagree with your assertion that 1) sorcs don't have a class spammable (even OP conceded this point earlier in this thread), and 2) sorcs have subpar abilities for PvP. I've given references. Yours are all either outdated or for PVE so it's hard to take them seriously.



Again you only speak for yourself. Almost every burst combo out there involves delayed burst of some kind. Pure NB being the main exception and Merciless comes with its own challenges I assure you.It's not the same thing, and we all know it. To argue with that is literally quibbling with semantics that are irrelevant. Anyone with any experience in PvP understands the time value of combat and that there's an material difference between instant and delayed.
Sorc has far greater burst potential than Warden and they do have instant direct burst attacks as we've discussed ad nauseam.Shalks is one skill in a Class toolkit that otherwise offers instant & direct bursts. This is where Sorc differs. Most Sorc skills carry a delay whereas that's the minority among every other class, save for Templar.
I provided lots of evidence you just choose to ignore it. Your screen shots, again, are for PVE. We are talking about PVP.There's no credible evidence, anywhere, that Sorcs class skills, are keeping pace with other class skills. The only builds that highlight Sorcs are, again, builds that have world & weapon skills doing all the heavy lifting.
ketsparrowhawk wrote: »Again you only speak for yourself. Almost every burst combo out there involves delayed burst of some kind. Pure NB being the main exception and Merciless comes with its own challenges I assure you.
ketsparrowhawk wrote: »Sorc has far greater burst potential than Warden and they do have instant direct burst attacks as we've discussed ad nauseam.
ketsparrowhawk wrote: »I provided lots of evidence you just choose to ignore it. Your screen shots, again, are for PVE. We are talking about PVP.
I agree with OP that sorc has some inconsistencies in their class design and could use a QoL pass.
I would not consider any of those proper "combos". I doubt you could kill many players with "Skull + Scythe" or any of the other examples here.That's wholly false. Combos like Surprise + Impale ... Skull + Scythe ..... Tentacular + Runeblades ... none of those require a delayed burst. Those are just a few examples since Subclassing enables any combination of instant, direct burst skills enabling players to avoid delayed bursts, which is exactly what most have done.
Apologies, my mistake. Here is the PC/NA overall leaderboard.Those were Cryo leaderboard screen shots .. last time I checked that's PvP. And those leaderboards are as of today, and there's no Sorcs sitting toward the top of any of the factions. That's evidence that our top performers aren't base Sorcs. We see more Necros & NBs on those leaderboards than we do Sorcs, that's pretty telling.

ketsparrowhawk wrote: »I would not consider any of those proper "combos". I doubt you could kill many players with "Skull + Scythe" or any of the other examples here.
ketsparrowhawk wrote: »Apologies, my mistake. Here is the PC/NA overall leaderboard.
DK's running the show but Sorc's strongly represented.
The delay is what gives them value. In the case of "skull + scythe" you'd do more damage just casting skull twice and leaving scythe out of it. The delay allows you to line up multiple abilities to hit at once which is generally the only way you will kill most experienced players. Sure those skills are used in PvP but they are typically **combo'd** with delayed burst abilities.The fact remains that thanks to subclassing, players can chain plenty of skill combinations that have no delay to their functionality and we see that consistently in PvP.
Never forget what happened when Skinnycheeks (?) wasted all that time thinking of a system to better balance the game and it was sidelined. You should give input, but don't work yourself too hard. It will likely be completely ignored.
ketsparrowhawk wrote: »The delay is what gives them value. In the case of "skull + scythe" you'd do more damage just casting skull twice and leaving scythe out of it. The delay allows you to line up multiple abilities to hit at once which is generally the only way you will kill most experienced players. Sure those skills are used in PvP but they are typically **combo'd** with delayed burst abilities.The fact remains that thanks to subclassing, players can chain plenty of skill combinations that have no delay to their functionality and we see that consistently in PvP.



Exactly. Multiple instances of burst damage Simultaneously. This is made possible by the existence of delayed burst attacks.From what I'm seeing, in PvP on XB, it's the exact opposite. The way you kill experienced players is by applying multiple instances of high scaling, instant burst damage simultaneously.
ketsparrowhawk wrote: »Exactly. Multiple instances of burst damage Simultaneously. This is made possible by the existence of delayed burst attacks.From what I'm seeing, in PvP on XB, it's the exact opposite. The way you kill experienced players is by applying multiple instances of high scaling, instant burst damage simultaneously.
ketsparrowhawk wrote: »The screenshots really don't prove much of anything.
The XBOX-to-PC comparisons are nonsense.
Would you mind telling me which abilities you're using to do that?I stack 5 to 6 instances of high scaling burst damage, instantly, in one GCD with no delays.
Gray Host is always pop locked so I usually home Blackreach, which is where my screen shot is from. Gray Host has much higher scores and yes plenty of sorcs there too. The xbox-to-pc comparisons are total nonsense.I would say the comparisons are extremely eye opening. PC players aren't achieving even close to the numbers XB players are. Whether that's due to one platform being more casual versus the other being more hard core, or whether it's due to larger, overall, populations in PvP on one versus the other; it's anyone's guess .. there's really no way to know .. but the numbers don't lie.
ketsparrowhawk wrote: »Would you mind telling me which abilities you're using to do that?I stack 5 to 6 instances of high scaling burst damage, instantly, in one GCD with no delays.
madmufffin wrote: »As I've discussed at length on several posts, most of which you've also commented on, I just want them to actually lean into the shock mage thing. As long as frags and a buffed crystal weapon get kept, mage's gets not the worst cast animation in the game, and we stop the ill-fated relationship with pets, I don't care what they do with the rest of the existing skills. Haunting curse is cool and all, but it just feels so meh. If it applied some debuff in tandem with the damage I might view it more favorably but as it is now it's just a *** potl. Take away the over abundance of "utility" and give the class a shock spammable finally (can even make crystal weapons that), make the shock passive not the worst ele passive in the game, and find something to be a class heal with the loss of crit gimping crit/power surge. I wasn't playing when DK got reworked, but they seemed to have done a decent job of it despite the absolutely horrific names, so I'll view a sorc rework somewhat optimistically for now. If they butcher my baby during the warden rework next year, I'm probably not gonna be around for the sorc rework anyways.
madmufffin wrote: »As I've discussed at length on several posts, most of which you've also commented on, I just want them to actually lean into the shock mage thing. As long as frags and a buffed crystal weapon get kept, mage's gets not the worst cast animation in the game, and we stop the ill-fated relationship with pets, I don't care what they do with the rest of the existing skills. Haunting curse is cool and all, but it just feels so meh. If it applied some debuff in tandem with the damage I might view it more favorably but as it is now it's just a *** potl. Take away the over abundance of "utility" and give the class a shock spammable finally (can even make crystal weapons that), make the shock passive not the worst ele passive in the game, and find something to be a class heal with the loss of crit gimping crit/power surge. I wasn't playing when DK got reworked, but they seemed to have done a decent job of it despite the absolutely horrific names, so I'll view a sorc rework somewhat optimistically for now. If they butcher my baby during the warden rework next year, I'm probably not gonna be around for the sorc rework anyways.
I'm all for keeping Frags & Weapon, I would just like to see Frags be instant cast in what ever lore-centric form of the skill it gets. The 0.8 cast time makes it too RNG, waiting on a bonus proc isn't the "on-demand" skill Sorcs need.
As for Weapon, I'd like to see that be a direct application on the target. Turtle_Bot's suggestion for both, IMO, are pretty good.
I'm ok with Curse being a delayed proc burst but it definitely needs more; namely powerful debuffs, especially considering that the skill is (and likely will be) single target predominantly. One idea might be that if a Sorc casts a Class skill on a target affected by Curse, they'll cause the 2nd proc of damage to occur immediately.
The pets, I'm really indifferent for the most part. I want to see people who enjoy pets have them, with no penalty. Moreover, I'd like to see pets significantly improved. IMO the best way to do this is to give them their own World skill line. This would satisfy everything, mechanically, the only drawback are players who feel strongly that pets belong within the class as part of the lore. And while those players aren't wrong, I'm looking at it from the perspective that the Devs have grown the game in a way where that lore isn't as mechanically beneficial.
Looking at DK, they moved some things around and gave the class a lot of power but also a lot of mechanics with little downsides. There's not much in terms of combat that isn't somewhere in the DK tool kit. Given that subclassing all but eliminated class limitations I can see why they did this. But DK's have traditionally been a brawler class, while Sorcs have not. So if the Devs are going to try and deliver comparable power to Sorcs it's not necessarily going to be in the tooltips, per se, but in the mechanics of how those skills function.
Sorcs currently have in-class: mobility, CC, sustain utility, healing, durability (shield)
Sorcs need in-class sources of: Major Breach, snare, cleave, AoE burst (Sorcs have Flood but I specifically mean a non-synergy re-work), "Shock" focused stackable damage modifier, damage reduction, minor healing component to damage output skill.
Pre-cast Elemental Weeapon
Shocking Soul + Light Attack weave
The Shocking Soul + light attack weave occurs in one GCD, in that time the following instances apply to the target all at the same moment:
Elemental Weapon: 11,226
Shocking Soul: 10,869
Concussed / Burning / Chilled: 1,798
Anchorite's Cruelty: 1,049 (avg)
Light Attack (Overload): 13,725
Black Gem Monstrosity: 5,639 (avg. this set does scale against transformative ults)
That's 6 instances of simultaneous damage hitting the target for a total of 42,508; all before resistances, of course, and before any crits, but, without waiting for any delayed proc. All 6 instances affect the target within the same GCD second.
Agreed these would be excellent changes to these skills!I'm all for keeping Frags & Weapon, I would just like to see Frags be instant cast in what ever lore-centric form of the skill it gets. The 0.8 cast time makes it too RNG, waiting on a bonus proc isn't the "on-demand" skill Sorcs need.
As for Weapon, I'd like to see that be a direct application on the target. Turtle_Bot's suggestion for both, IMO, are pretty good.
I like this suggestion a lot as well.IMO the best way to do this is to give them their own World skill line
ketsparrowhawk wrote: »Pre-cast Elemental Weeapon
Shocking Soul + Light Attack weave
The Shocking Soul + light attack weave occurs in one GCD, in that time the following instances apply to the target all at the same moment:
Elemental Weapon: 11,226
Shocking Soul: 10,869
Concussed / Burning / Chilled: 1,798
Anchorite's Cruelty: 1,049 (avg)
Light Attack (Overload): 13,725
Black Gem Monstrosity: 5,639 (avg. this set does scale against transformative ults)
That's 6 instances of simultaneous damage hitting the target for a total of 42,508; all before resistances, of course, and before any crits, but, without waiting for any delayed proc. All 6 instances affect the target within the same GCD second.
I've done a similar setup before except with Curse + Mage's Wrath in the mix as well.. very fun! Ele Wep + Shocking Soul + Overload would not be an effective offense against most pvpers I know, and Ele Weapon is being used as delayed damage here (hence the need to pre-cast). The statuses, dot tick, LA weave and proc set are a given in most offensive kits; I wouldn't call them "instances of high scaling burst damage".
madmufffin wrote: »madmufffin wrote: »As I've discussed at length on several posts, most of which you've also commented on, I just want them to actually lean into the shock mage thing. As long as frags and a buffed crystal weapon get kept, mage's gets not the worst cast animation in the game, and we stop the ill-fated relationship with pets, I don't care what they do with the rest of the existing skills. Haunting curse is cool and all, but it just feels so meh. If it applied some debuff in tandem with the damage I might view it more favorably but as it is now it's just a *** potl. Take away the over abundance of "utility" and give the class a shock spammable finally (can even make crystal weapons that), make the shock passive not the worst ele passive in the game, and find something to be a class heal with the loss of crit gimping crit/power surge. I wasn't playing when DK got reworked, but they seemed to have done a decent job of it despite the absolutely horrific names, so I'll view a sorc rework somewhat optimistically for now. If they butcher my baby during the warden rework next year, I'm probably not gonna be around for the sorc rework anyways.
I'm all for keeping Frags & Weapon, I would just like to see Frags be instant cast in what ever lore-centric form of the skill it gets. The 0.8 cast time makes it too RNG, waiting on a bonus proc isn't the "on-demand" skill Sorcs need.
As for Weapon, I'd like to see that be a direct application on the target. Turtle_Bot's suggestion for both, IMO, are pretty good.
I'm ok with Curse being a delayed proc burst but it definitely needs more; namely powerful debuffs, especially considering that the skill is (and likely will be) single target predominantly. One idea might be that if a Sorc casts a Class skill on a target affected by Curse, they'll cause the 2nd proc of damage to occur immediately.
The pets, I'm really indifferent for the most part. I want to see people who enjoy pets have them, with no penalty. Moreover, I'd like to see pets significantly improved. IMO the best way to do this is to give them their own World skill line. This would satisfy everything, mechanically, the only drawback are players who feel strongly that pets belong within the class as part of the lore. And while those players aren't wrong, I'm looking at it from the perspective that the Devs have grown the game in a way where that lore isn't as mechanically beneficial.
Looking at DK, they moved some things around and gave the class a lot of power but also a lot of mechanics with little downsides. There's not much in terms of combat that isn't somewhere in the DK tool kit. Given that subclassing all but eliminated class limitations I can see why they did this. But DK's have traditionally been a brawler class, while Sorcs have not. So if the Devs are going to try and deliver comparable power to Sorcs it's not necessarily going to be in the tooltips, per se, but in the mechanics of how those skills function.
Sorcs currently have in-class: mobility, CC, sustain utility, healing, durability (shield)
Sorcs need in-class sources of: Major Breach, snare, cleave, AoE burst (Sorcs have Flood but I specifically mean a non-synergy re-work), "Shock" focused stackable damage modifier, damage reduction, minor healing component to damage output skill.
DK is overkitted, so I'm not expecting or wanting sorc to be like that, but was more referencing that they did the refresh while keeping class identity and not just nuking core components. Sorc has an absurd amount of redundancy that could be removed to make way for a more functional and thematic class, which is what I hope they do. A world line for pets would actually be amazing and solve a lot of issues for sorc while make accessibility improve a lot for everyone.
Seeing something on curse like first hit applies major breach and second hit applies minor vuln or something would be a nice improvement on the skill, but sounds unlikely and I think concussed already gives vuln anyways? Lots of places for sorc to go and I hope we just are able to get there without holding onto too much of the clutter in the skills.
madmufffin wrote: »madmufffin wrote: »As I've discussed at length on several posts, most of which you've also commented on, I just want them to actually lean into the shock mage thing. As long as frags and a buffed crystal weapon get kept, mage's gets not the worst cast animation in the game, and we stop the ill-fated relationship with pets, I don't care what they do with the rest of the existing skills. Haunting curse is cool and all, but it just feels so meh. If it applied some debuff in tandem with the damage I might view it more favorably but as it is now it's just a *** potl. Take away the over abundance of "utility" and give the class a shock spammable finally (can even make crystal weapons that), make the shock passive not the worst ele passive in the game, and find something to be a class heal with the loss of crit gimping crit/power surge. I wasn't playing when DK got reworked, but they seemed to have done a decent job of it despite the absolutely horrific names, so I'll view a sorc rework somewhat optimistically for now. If they butcher my baby during the warden rework next year, I'm probably not gonna be around for the sorc rework anyways.
I'm all for keeping Frags & Weapon, I would just like to see Frags be instant cast in what ever lore-centric form of the skill it gets. The 0.8 cast time makes it too RNG, waiting on a bonus proc isn't the "on-demand" skill Sorcs need.
As for Weapon, I'd like to see that be a direct application on the target. Turtle_Bot's suggestion for both, IMO, are pretty good.
I'm ok with Curse being a delayed proc burst but it definitely needs more; namely powerful debuffs, especially considering that the skill is (and likely will be) single target predominantly. One idea might be that if a Sorc casts a Class skill on a target affected by Curse, they'll cause the 2nd proc of damage to occur immediately.
The pets, I'm really indifferent for the most part. I want to see people who enjoy pets have them, with no penalty. Moreover, I'd like to see pets significantly improved. IMO the best way to do this is to give them their own World skill line. This would satisfy everything, mechanically, the only drawback are players who feel strongly that pets belong within the class as part of the lore. And while those players aren't wrong, I'm looking at it from the perspective that the Devs have grown the game in a way where that lore isn't as mechanically beneficial.
Looking at DK, they moved some things around and gave the class a lot of power but also a lot of mechanics with little downsides. There's not much in terms of combat that isn't somewhere in the DK tool kit. Given that subclassing all but eliminated class limitations I can see why they did this. But DK's have traditionally been a brawler class, while Sorcs have not. So if the Devs are going to try and deliver comparable power to Sorcs it's not necessarily going to be in the tooltips, per se, but in the mechanics of how those skills function.
Sorcs currently have in-class: mobility, CC, sustain utility, healing, durability (shield)
Sorcs need in-class sources of: Major Breach, snare, cleave, AoE burst (Sorcs have Flood but I specifically mean a non-synergy re-work), "Shock" focused stackable damage modifier, damage reduction, minor healing component to damage output skill.
DK is overkitted, so I'm not expecting or wanting sorc to be like that, but was more referencing that they did the refresh while keeping class identity and not just nuking core components. Sorc has an absurd amount of redundancy that could be removed to make way for a more functional and thematic class, which is what I hope they do. A world line for pets would actually be amazing and solve a lot of issues for sorc while make accessibility improve a lot for everyone.
Seeing something on curse like first hit applies major breach and second hit applies minor vuln or something would be a nice improvement on the skill, but sounds unlikely and I think concussed already gives vuln anyways? Lots of places for sorc to go and I hope we just are able to get there without holding onto too much of the clutter in the skills.
DK is over kitted because subclassed builds can over-kit to the moon.
U51s nerd to the Power Lash healing component I think will help because DKs won’t just be able to spam with impunity, they’ll be able to take more punishment as opposed to casting-without-a-care that many do now.
The problem with Curse being the carrier of Major Breach is the caveat that a player can only have one Curse active at a time. This would limit Sorcs to one target with Major Breach only whilst other classes (and scribing) allows players to breach more than one target, even if they have to apply it to each one individually. Being boxed in to only one Major Breach would be too limiting. I agree that a skill should feature it but it needs to be a skill that isn’t limited to one active at a time.
Concussed does give Minor Vuln for 4/s, but, that’s dependent upon whether or not the target gets hit with the Status effect. If we had a skill that had a guaranteed application within the Class that would work, but right now we’re stuck with each skills standard proc chance for status effects which in most cases is between 3% to 5% I’m pretty sure.
madmufffin wrote: »madmufffin wrote: »madmufffin wrote: »As I've discussed at length on several posts, most of which you've also commented on, I just want them to actually lean into the shock mage thing. As long as frags and a buffed crystal weapon get kept, mage's gets not the worst cast animation in the game, and we stop the ill-fated relationship with pets, I don't care what they do with the rest of the existing skills. Haunting curse is cool and all, but it just feels so meh. If it applied some debuff in tandem with the damage I might view it more favorably but as it is now it's just a *** potl. Take away the over abundance of "utility" and give the class a shock spammable finally (can even make crystal weapons that), make the shock passive not the worst ele passive in the game, and find something to be a class heal with the loss of crit gimping crit/power surge. I wasn't playing when DK got reworked, but they seemed to have done a decent job of it despite the absolutely horrific names, so I'll view a sorc rework somewhat optimistically for now. If they butcher my baby during the warden rework next year, I'm probably not gonna be around for the sorc rework anyways.
I'm all for keeping Frags & Weapon, I would just like to see Frags be instant cast in what ever lore-centric form of the skill it gets. The 0.8 cast time makes it too RNG, waiting on a bonus proc isn't the "on-demand" skill Sorcs need.
As for Weapon, I'd like to see that be a direct application on the target. Turtle_Bot's suggestion for both, IMO, are pretty good.
I'm ok with Curse being a delayed proc burst but it definitely needs more; namely powerful debuffs, especially considering that the skill is (and likely will be) single target predominantly. One idea might be that if a Sorc casts a Class skill on a target affected by Curse, they'll cause the 2nd proc of damage to occur immediately.
The pets, I'm really indifferent for the most part. I want to see people who enjoy pets have them, with no penalty. Moreover, I'd like to see pets significantly improved. IMO the best way to do this is to give them their own World skill line. This would satisfy everything, mechanically, the only drawback are players who feel strongly that pets belong within the class as part of the lore. And while those players aren't wrong, I'm looking at it from the perspective that the Devs have grown the game in a way where that lore isn't as mechanically beneficial.
Looking at DK, they moved some things around and gave the class a lot of power but also a lot of mechanics with little downsides. There's not much in terms of combat that isn't somewhere in the DK tool kit. Given that subclassing all but eliminated class limitations I can see why they did this. But DK's have traditionally been a brawler class, while Sorcs have not. So if the Devs are going to try and deliver comparable power to Sorcs it's not necessarily going to be in the tooltips, per se, but in the mechanics of how those skills function.
Sorcs currently have in-class: mobility, CC, sustain utility, healing, durability (shield)
Sorcs need in-class sources of: Major Breach, snare, cleave, AoE burst (Sorcs have Flood but I specifically mean a non-synergy re-work), "Shock" focused stackable damage modifier, damage reduction, minor healing component to damage output skill.
DK is overkitted, so I'm not expecting or wanting sorc to be like that, but was more referencing that they did the refresh while keeping class identity and not just nuking core components. Sorc has an absurd amount of redundancy that could be removed to make way for a more functional and thematic class, which is what I hope they do. A world line for pets would actually be amazing and solve a lot of issues for sorc while make accessibility improve a lot for everyone.
Seeing something on curse like first hit applies major breach and second hit applies minor vuln or something would be a nice improvement on the skill, but sounds unlikely and I think concussed already gives vuln anyways? Lots of places for sorc to go and I hope we just are able to get there without holding onto too much of the clutter in the skills.
DK is over kitted because subclassed builds can over-kit to the moon.
U51s nerd to the Power Lash healing component I think will help because DKs won’t just be able to spam with impunity, they’ll be able to take more punishment as opposed to casting-without-a-care that many do now.
The problem with Curse being the carrier of Major Breach is the caveat that a player can only have one Curse active at a time. This would limit Sorcs to one target with Major Breach only whilst other classes (and scribing) allows players to breach more than one target, even if they have to apply it to each one individually. Being boxed in to only one Major Breach would be too limiting. I agree that a skill should feature it but it needs to be a skill that isn’t limited to one active at a time.
Concussed does give Minor Vuln for 4/s, but, that’s dependent upon whether or not the target gets hit with the Status effect. If we had a skill that had a guaranteed application within the Class that would work, but right now we’re stuck with each skills standard proc chance for status effects which in most cases is between 3% to 5% I’m pretty sure.
Most of the time I see people using molten in Cyro right now, so I don't think the lash change does literally anything to dial DK back
madmufffin wrote: »madmufffin wrote: »madmufffin wrote: »As I've discussed at length on several posts, most of which you've also commented on, I just want them to actually lean into the shock mage thing. As long as frags and a buffed crystal weapon get kept, mage's gets not the worst cast animation in the game, and we stop the ill-fated relationship with pets, I don't care what they do with the rest of the existing skills. Haunting curse is cool and all, but it just feels so meh. If it applied some debuff in tandem with the damage I might view it more favorably but as it is now it's just a *** potl. Take away the over abundance of "utility" and give the class a shock spammable finally (can even make crystal weapons that), make the shock passive not the worst ele passive in the game, and find something to be a class heal with the loss of crit gimping crit/power surge. I wasn't playing when DK got reworked, but they seemed to have done a decent job of it despite the absolutely horrific names, so I'll view a sorc rework somewhat optimistically for now. If they butcher my baby during the warden rework next year, I'm probably not gonna be around for the sorc rework anyways.
I'm all for keeping Frags & Weapon, I would just like to see Frags be instant cast in what ever lore-centric form of the skill it gets. The 0.8 cast time makes it too RNG, waiting on a bonus proc isn't the "on-demand" skill Sorcs need.
As for Weapon, I'd like to see that be a direct application on the target. Turtle_Bot's suggestion for both, IMO, are pretty good.
I'm ok with Curse being a delayed proc burst but it definitely needs more; namely powerful debuffs, especially considering that the skill is (and likely will be) single target predominantly. One idea might be that if a Sorc casts a Class skill on a target affected by Curse, they'll cause the 2nd proc of damage to occur immediately.
The pets, I'm really indifferent for the most part. I want to see people who enjoy pets have them, with no penalty. Moreover, I'd like to see pets significantly improved. IMO the best way to do this is to give them their own World skill line. This would satisfy everything, mechanically, the only drawback are players who feel strongly that pets belong within the class as part of the lore. And while those players aren't wrong, I'm looking at it from the perspective that the Devs have grown the game in a way where that lore isn't as mechanically beneficial.
Looking at DK, they moved some things around and gave the class a lot of power but also a lot of mechanics with little downsides. There's not much in terms of combat that isn't somewhere in the DK tool kit. Given that subclassing all but eliminated class limitations I can see why they did this. But DK's have traditionally been a brawler class, while Sorcs have not. So if the Devs are going to try and deliver comparable power to Sorcs it's not necessarily going to be in the tooltips, per se, but in the mechanics of how those skills function.
Sorcs currently have in-class: mobility, CC, sustain utility, healing, durability (shield)
Sorcs need in-class sources of: Major Breach, snare, cleave, AoE burst (Sorcs have Flood but I specifically mean a non-synergy re-work), "Shock" focused stackable damage modifier, damage reduction, minor healing component to damage output skill.
DK is overkitted, so I'm not expecting or wanting sorc to be like that, but was more referencing that they did the refresh while keeping class identity and not just nuking core components. Sorc has an absurd amount of redundancy that could be removed to make way for a more functional and thematic class, which is what I hope they do. A world line for pets would actually be amazing and solve a lot of issues for sorc while make accessibility improve a lot for everyone.
Seeing something on curse like first hit applies major breach and second hit applies minor vuln or something would be a nice improvement on the skill, but sounds unlikely and I think concussed already gives vuln anyways? Lots of places for sorc to go and I hope we just are able to get there without holding onto too much of the clutter in the skills.
DK is over kitted because subclassed builds can over-kit to the moon.
U51s nerd to the Power Lash healing component I think will help because DKs won’t just be able to spam with impunity, they’ll be able to take more punishment as opposed to casting-without-a-care that many do now.
The problem with Curse being the carrier of Major Breach is the caveat that a player can only have one Curse active at a time. This would limit Sorcs to one target with Major Breach only whilst other classes (and scribing) allows players to breach more than one target, even if they have to apply it to each one individually. Being boxed in to only one Major Breach would be too limiting. I agree that a skill should feature it but it needs to be a skill that isn’t limited to one active at a time.
Concussed does give Minor Vuln for 4/s, but, that’s dependent upon whether or not the target gets hit with the Status effect. If we had a skill that had a guaranteed application within the Class that would work, but right now we’re stuck with each skills standard proc chance for status effects which in most cases is between 3% to 5% I’m pretty sure.
Most of the time I see people using molten in Cyro right now, so I don't think the lash change does literally anything to dial DK back
For the Molten players, no, it won't do anything for them .. but a lot of players slot Flame Lash because the Power Lash proc scales to 36% more than the bonus of Seething Fury and is AoE where Molten stays single target. This lets the Flame Lash players proc a massive AoE direct burst every 20 seconds for 5x applications; all while healing for as much health as Seething Fury grants as damage, per cast. Those players can, basically, just slap Power Lash without even having to care about incoming attacks with a heal component that high so the nerf will dial those users back by a lot.
madmufffin wrote: »madmufffin wrote: »madmufffin wrote: »madmufffin wrote: »As I've discussed at length on several posts, most of which you've also commented on, I just want them to actually lean into the shock mage thing. As long as frags and a buffed crystal weapon get kept, mage's gets not the worst cast animation in the game, and we stop the ill-fated relationship with pets, I don't care what they do with the rest of the existing skills. Haunting curse is cool and all, but it just feels so meh. If it applied some debuff in tandem with the damage I might view it more favorably but as it is now it's just a *** potl. Take away the over abundance of "utility" and give the class a shock spammable finally (can even make crystal weapons that), make the shock passive not the worst ele passive in the game, and find something to be a class heal with the loss of crit gimping crit/power surge. I wasn't playing when DK got reworked, but they seemed to have done a decent job of it despite the absolutely horrific names, so I'll view a sorc rework somewhat optimistically for now. If they butcher my baby during the warden rework next year, I'm probably not gonna be around for the sorc rework anyways.
I'm all for keeping Frags & Weapon, I would just like to see Frags be instant cast in what ever lore-centric form of the skill it gets. The 0.8 cast time makes it too RNG, waiting on a bonus proc isn't the "on-demand" skill Sorcs need.
As for Weapon, I'd like to see that be a direct application on the target. Turtle_Bot's suggestion for both, IMO, are pretty good.
I'm ok with Curse being a delayed proc burst but it definitely needs more; namely powerful debuffs, especially considering that the skill is (and likely will be) single target predominantly. One idea might be that if a Sorc casts a Class skill on a target affected by Curse, they'll cause the 2nd proc of damage to occur immediately.
The pets, I'm really indifferent for the most part. I want to see people who enjoy pets have them, with no penalty. Moreover, I'd like to see pets significantly improved. IMO the best way to do this is to give them their own World skill line. This would satisfy everything, mechanically, the only drawback are players who feel strongly that pets belong within the class as part of the lore. And while those players aren't wrong, I'm looking at it from the perspective that the Devs have grown the game in a way where that lore isn't as mechanically beneficial.
Looking at DK, they moved some things around and gave the class a lot of power but also a lot of mechanics with little downsides. There's not much in terms of combat that isn't somewhere in the DK tool kit. Given that subclassing all but eliminated class limitations I can see why they did this. But DK's have traditionally been a brawler class, while Sorcs have not. So if the Devs are going to try and deliver comparable power to Sorcs it's not necessarily going to be in the tooltips, per se, but in the mechanics of how those skills function.
Sorcs currently have in-class: mobility, CC, sustain utility, healing, durability (shield)
Sorcs need in-class sources of: Major Breach, snare, cleave, AoE burst (Sorcs have Flood but I specifically mean a non-synergy re-work), "Shock" focused stackable damage modifier, damage reduction, minor healing component to damage output skill.
DK is overkitted, so I'm not expecting or wanting sorc to be like that, but was more referencing that they did the refresh while keeping class identity and not just nuking core components. Sorc has an absurd amount of redundancy that could be removed to make way for a more functional and thematic class, which is what I hope they do. A world line for pets would actually be amazing and solve a lot of issues for sorc while make accessibility improve a lot for everyone.
Seeing something on curse like first hit applies major breach and second hit applies minor vuln or something would be a nice improvement on the skill, but sounds unlikely and I think concussed already gives vuln anyways? Lots of places for sorc to go and I hope we just are able to get there without holding onto too much of the clutter in the skills.
DK is over kitted because subclassed builds can over-kit to the moon.
U51s nerd to the Power Lash healing component I think will help because DKs won’t just be able to spam with impunity, they’ll be able to take more punishment as opposed to casting-without-a-care that many do now.
The problem with Curse being the carrier of Major Breach is the caveat that a player can only have one Curse active at a time. This would limit Sorcs to one target with Major Breach only whilst other classes (and scribing) allows players to breach more than one target, even if they have to apply it to each one individually. Being boxed in to only one Major Breach would be too limiting. I agree that a skill should feature it but it needs to be a skill that isn’t limited to one active at a time.
Concussed does give Minor Vuln for 4/s, but, that’s dependent upon whether or not the target gets hit with the Status effect. If we had a skill that had a guaranteed application within the Class that would work, but right now we’re stuck with each skills standard proc chance for status effects which in most cases is between 3% to 5% I’m pretty sure.
Most of the time I see people using molten in Cyro right now, so I don't think the lash change does literally anything to dial DK back
For the Molten players, no, it won't do anything for them .. but a lot of players slot Flame Lash because the Power Lash proc scales to 36% more than the bonus of Seething Fury and is AoE where Molten stays single target. This lets the Flame Lash players proc a massive AoE direct burst every 20 seconds for 5x applications; all while healing for as much health as Seething Fury grants as damage, per cast. Those players can, basically, just slap Power Lash without even having to care about incoming attacks with a heal component that high so the nerf will dial those users back by a lot.
I can't speak to everything. I just know what I see in my death recap, and it's always molten lol
It wouldn't be nearly enough for the players I'm used to playing with. And I'm not sure about that mitigation math. 42k after battle spirit and block should be around 10.5k not counting resistance/protection/etc.This is incredibly effective against even high tier MMR players as I also have high Pen; the combination of that much damage and Pen is going to shred most anyone’s health and put them right on the defensive. Even with Battle Spirit active and a player with full block mitigation you’re looking at around a 15k hit post resistances, that’s 50% of the average PvP players health bar, and that’s worst case scenario.