Here are 2 main arguments favoring Streak nerf, and my counter-arguments vs them:
1) It's too overloaded - deals damage, has an unblockable and undodgable AoE stun, and works as a mobility tool
Counter-argument:
Yes, it is an overloaded ability, and that is intended. It actually used to be much more broken (zero ramping cost), until ZOS stamped a 50% ramping cost on it, then later adjusted that value to 33% because the penalty was deemed too harsh. Despite all these supposed advantages, Streak still has nuances that require live-testing to understand. For example:
- Damage => requires extremely high stats for a decent tooltip, at which point all your remaining abilities would have already hit like a truck.
- Unblockable and undodgable AoE stun => The drawbacks are aiming requirement and a 33% ramping cost.
- Mobility tool - Its main advantages are clearing large gaps and relocating to higher grounds, both of which require knowledge of certain Streak mechanics to properly function (Streak jump and direction change mid animation). Aside from these, sprinting at maximum speed is generally better as a mobility tool because it consumes less resources while covering similar distance.
Not only that, but Sorc has historically been a hit-and-run archetype with high movement speed in PvP, and Streak helped fill that role perfectly. Up until U50, the class had 4 healing sources - Crit Surge (an offensive heal requiring critical chance to work), Dark Deal (a fixed tooltip tied to 1.2s channel), Vibrant Shroud (a better version of Resto Staff's burst heal), and Blood Magic (conditional proc that scales with max HP). Sorc never had amazing defensive heals, which is why it was always a class with high skill expression. If you wanted to be good at Sorc, you'd need to maintain perfect positioning and high APM to survive. It's a stark contrast to classes like DK or Necro whose stand-your-ground defense are generally more intuitive.
U50 completely broke that balance by making Blood Magic proc off every ability, thereby removing the only drawback of Sorc. This is an oversight that should have never made it to live, and it does not warrant a nerf to Streak. We already had this problem before when Hardened Ward got a burst heal. Streak caught strays until the main offender (Ward) was adjusted and suddenly nobody complained about the class anymore
2) It has little counterplay
Counter-argument:
That is false. This ability has a 15m range and requires aiming at your target. Sorc players are generally very predictable with their combos, meaning you can literally see someone closes the distance before Streaking. If you're a ranged player, the counterplay is to kite backwards and maintain distance. If you're a melee player, just short-sprint sideways.
Another BiS counter is to build some movement speed. Since Streak is a skill shot with a ramping cost, merely sidestepping with high movement speed will yield excellent results and discourages the Sorc from repeatedly casting it (unlike Javelin or Fossilize).
The thing is, Sorc has already lost all of its previous mobility advantage that made it a distinct archetype. Every class has access to Major/Minor Expedition, Swift, and other movement speed buffs. When I play Sorc in Cyrodiil, it's not uncommon to see a Templar or a DK sprint as fast as my Sorc, who's supposed to be the fastest class in the game. So, if we were to nerf Streak, then it is only fair that I ask for my class' main advantage to be properly displayed. Nerf all universal sources of unnamed movement speed, and remove all access to Major/Minor Expedition from other classes (except for the Alliance War skill). Give my class its intended mobility supremacy back, and Streak will rightfully deserve a nerf. Otherwise, there is no valid reason to touch this ability.