Syrrisdevlin wrote: »yes they do you must have a clear highlight of your target when you us charge or any thing of that nature I cant just click charge while facing your general direction and charge to you I must have you highlighted so if your a smaller avatar then yes it req a little bit more skill to highlight you and use...with BE you can use it when ever you want in any direction ive seen guys BE up to me and the right past me and keep going and begone befor I can even mount up im glad they nerfed it but I agree we need more buffing not nerfingit still needs a general direction, you sure don't want to BE into an enemy's open arm.plamillusionub17_ESO wrote: »Correct me if I'm wrong, but don't gap closers require a target, and BE does not?
Perhaps they could revert the changes and make BE function similar to how storm atronach does (ground target reticle), giving it a skill element and not just a spammable "get out of jail free" card. /shrug
ground target would be another big nerf, no gap closer requires you precisely aim and click the enemy.
Ragnar_Lodbrok wrote: »
the thing about gap CLOSERS is they can get you killed, pulled a guy onto a tower once using silver leash, got *** horribly.
Speaking of...
Teleport strike allows you to go through keep doors.
Dragon Leap allows you to jump from a tower to the top of a keep.
Bolt Escape allows you to waste magicka and not escape.
And a 10 seconds duration.
So they potentially can be up 33% of the time, with three people spamming potions you can keep the effect up 100% of the time.
Also im almost sure the effect of detection potions is shared by your group. Not sure its a bug.
And guess what guys? I see you all trying again to discuss with crislevinHe will troll you all in everything that is about sorcerers skills. In his small word only other classes are prone to nerfs and balance but not sorcerers so talking to him is like attempting a kicking contests with a horse
And guess what guys? I see you all trying again to discuss with crislevinHe will troll you all in everything that is about sorcerers skills. In his small word only other classes are prone to nerfs and balance but not sorcerers so talking to him is like attempting a kicking contests with a horse
Absolutely right!It should be balance, right? Bolt escape has a travel distance of 15 meters.
DK's chain reaches 22 meters and cost the same as bolt escape, a sorc need two BE to get out of range fast, and two BE in a roll now cost (base)1000 magicka and 700 with ALL the cost reductions.
NB's teleport strike also reaches 22 meters, cost about the same as bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Edit, as suggested:
Templar's Focused Charge and it's morphs also reaches 22 meters, cost even less than bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Silver Leash (morph of Silver Bolt of Fighters Guild) reaches 28 meters!, doesn't even cost magicka, a sorc definitely need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Either these need out right higher cost (to 1000 base magicka or stamina, just as two BE in a roll would cost a sorc), or their ranges need to be shortened to 10 meters.
The difference between gap closers and teleport is that gap closers are a gap closer and teleports are teleport. This is why they cost different amounts of resource.
Please feel free to use 2h and Shield gap close abilities since you feel they are so strong, they are available to every class.
Absolutely right!It should be balance, right? Bolt escape has a travel distance of 15 meters.
DK's chain reaches 22 meters and cost the same as bolt escape, a sorc need two BE to get out of range fast, and two BE in a roll now cost (base)1000 magicka and 700 with ALL the cost reductions.
NB's teleport strike also reaches 22 meters, cost about the same as bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Edit, as suggested:
Templar's Focused Charge and it's morphs also reaches 22 meters, cost even less than bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Silver Leash (morph of Silver Bolt of Fighters Guild) reaches 28 meters!, doesn't even cost magicka, a sorc definitely need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Either these need out right higher cost (to 1000 base magicka or stamina, just as two BE in a roll would cost a sorc), or their ranges need to be shortened to 10 meters.
I'll hope that Zos make it, cause it would be fair and game must be balanced.
And after this changes i'll probably return to Cyrodiil.
It should be balance, right? Bolt escape has a travel distance of 15 meters.
DK's chain reaches 22 meters and cost the same as bolt escape, a sorc need two BE to get out of range fast, and two BE in a roll now cost (base)1000 magicka and 700 with ALL the cost reductions.
NB's teleport strike also reaches 22 meters, cost about the same as bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Edit, as suggested:
Templar's Focused Charge and it's morphs also reaches 22 meters, cost even less than bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Silver Leash (morph of Silver Bolt of Fighters Guild) reaches 28 meters!, doesn't even cost magicka, a sorc definitely need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Either these need out right higher cost (to 1000 base magicka or stamina, just as two BE in a roll would cost a sorc), or their ranges need to be shortened to 10 meters.
Nickdorlandb16_ESO wrote: »It should be balance, right? Bolt escape has a travel distance of 15 meters.
DK's chain reaches 22 meters and cost the same as bolt escape, a sorc need two BE to get out of range fast, and two BE in a roll now cost (base)1000 magicka and 700 with ALL the cost reductions.
NB's teleport strike also reaches 22 meters, cost about the same as bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Edit, as suggested:
Templar's Focused Charge and it's morphs also reaches 22 meters, cost even less than bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Silver Leash (morph of Silver Bolt of Fighters Guild) reaches 28 meters!, doesn't even cost magicka, a sorc definitely need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Either these need out right higher cost (to 1000 base magicka or stamina, just as two BE in a roll would cost a sorc), or their ranges need to be shortened to 10 meters.
I do agree on the nerf, but you might be on to somthing( But then agian you can use it very easy twice )
FunkyBudda wrote: »Nickdorlandb16_ESO wrote: »It should be balance, right? Bolt escape has a travel distance of 15 meters.
DK's chain reaches 22 meters and cost the same as bolt escape, a sorc need two BE to get out of range fast, and two BE in a roll now cost (base)1000 magicka and 700 with ALL the cost reductions.
NB's teleport strike also reaches 22 meters, cost about the same as bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Edit, as suggested:
Templar's Focused Charge and it's morphs also reaches 22 meters, cost even less than bolt escape, a sorc need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Silver Leash (morph of Silver Bolt of Fighters Guild) reaches 28 meters!, doesn't even cost magicka, a sorc definitely need two BE to get out the range, and two BE in a roll now cost (base) 1000 magicka and 700 with ALL the cost reductions.
Either these need out right higher cost (to 1000 base magicka or stamina, just as two BE in a roll would cost a sorc), or their ranges need to be shortened to 10 meters.
I do agree on the nerf, but you might be on to somthing( But then agian you can use it very easy twice )
that is true if all of ranged dps Sorcs skills are instant cast in the 3 free slots of the hot bars. that are not taken up by mage light and / or BE. I can live with the 4 sec cast increase in cost, but to add magicka regen on top of that it's overkill. If they intend to have both added, increase the range of BE.
Of course you are. But that is because you are not Sorc, right, and have those OP gap closer abilities.NerfEverything wrote: »Disagree 100%. ....
Insightful for sure, thanks for taking time to think and write these.
For 1 v1 and when I get sneaked upon, your theory probably works.
In a battle, where I have to participate, am I able to reserve 1/3 to 1/2 of my magicka to use two BE in a roll? 3 in a roll is simply impossible, and how can I be sure I am out of EVERYBODY's range, since every other class can close on me?
Your math is wrong, ZoS doesn't know how to nerf things properly. *IF* I only had to pay 1.5x my pre-patch cost, I wouldn't mind; however, it's 1.5x the base cost, not the reduced cost from armor and what not. Further, we are double penalized, we get a mana regen stop when we cast it as well, so we lose more mana there as well.
Of course you are. But that is because you are not Sorc, right, and have those OP gap closer abilities.NerfEverything wrote: »Disagree 100%. ....
joshisanonymous wrote: »Insightful for sure, thanks for taking time to think and write these.
For 1 v1 and when I get sneaked upon, your theory probably works.
In a battle, where I have to participate, am I able to reserve 1/3 to 1/2 of my magicka to use two BE in a roll? 3 in a roll is simply impossible, and how can I be sure I am out of EVERYBODY's range, since every other class can close on me?
Then you have to be cognizant of what's going on around you. You're looking at BE as if it's literally supposed to fix every dumb thing you did up to the point that you use it. It cannot be a 100% failsafe, because that would mean it's broken. You have to be aware and think about positioning now, just like every other class in the game. This is balance. This one ability allowed you to escape essentially every bad situation in the game every time, now it will still do that but you actually have to think about what you're doing instead of just jumping into the middle of a pack of enemies knowing that you can easily get out of that pack. You have to think about your resources at least a little bit, you have to think about the terrain, you have to think about what your enemies are doing. If you do these things, you'll be just as successful with BE as you were before, save when you're fighting a player who's even better at doing these things. Balance.
Case in point, last night I was involved in a small encounter, 5-6 randoms on my side vs 5-6 enemies in a group. We won, but guess who got away? The sorcerer. After a decently long fight, he saw that they were being wiped, and started bolting away. He bolted 5 times in a row. I was the only one who pursued but I didn't manage my resources too well. I'm in full leather (read: very fast sprint speed) and was sprinting over Refreshing Path casts. I was moving at the speed of an average horse and I had to pop a magicka potion halfway through the chase. He used the terrain to break line of sight and confuse me just long enough that he had time to cast Dark Exchange as I was coming around a rock. I was pretty much out of resources at this point, even though I had caught up to him. Because he was smarter about his resource management, use of terrain, and timing, he had full health and magicka again and easily killed me. Then he ran away jumping for joy.
The point is, that encounter could have gone either way and what determined it was player skill, not who had the better active ability slotted. This wasn't the case before. If a sorcerer started to BE, I would literally ignore them because there was roughly zero chance of catching them, even if I was a far better player in general.Your math is wrong, ZoS doesn't know how to nerf things properly. *IF* I only had to pay 1.5x my pre-patch cost, I wouldn't mind; however, it's 1.5x the base cost, not the reduced cost from armor and what not. Further, we are double penalized, we get a mana regen stop when we cast it as well, so we lose more mana there as well.
Fair enough. My calculation may be wrong. However, my starting point of 8 casts pre-patch must have been wrong as well. I'd like to point to my experience last night again as direct evidence: the sorcerer I fought bolted 5 times in a row at the end of a tough fight where he was clearly using up resources. Maybe he used potions, too, though? Ok, so now all that's changed is sorcerers actually have a use for potions. Again, the point of the change is that it removes literal invincibility from sorcerers but leaves it for smart sorcerers.
NerfEverything wrote: »Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.
But i'm not crying, as DK or NB abot "running away" sorc. You know, i just want a fair play, no more.NerfEverything wrote: »Of course you are. But that is because you are not Sorc, right, and have those OP gap closer abilities.NerfEverything wrote: »Disagree 100%. ....
LOL @ the only class with both a gap closer and gap extender crying that the other classes are OP. Sorry buddy, but no one cares about your tears.
NerfEverything wrote: »Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.
NerfEverything wrote: »Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.
fight is intended, are sorc all supposed to fight in melee range?
NerfEverything wrote: »NerfEverything wrote: »Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.
fight is intended, are sorc all supposed to fight in melee range?
Nope, that is exactly why they made the change. To prevent it from being spammed as a way to get out of fights. The new bolt escape functions perfectly for keeping sorcs in casting range without allowing them free outs.
Maybe you need to rethink what you are complaining about.
FunkyBudda wrote: »NerfEverything wrote: »Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.
so all fighting should be melee, and range combat is for PvE only? Sure, show me one successful MMOs that have done it and embraced by their intended target audience.
NerfEverything wrote: »NerfEverything wrote: »Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.
fight is intended, are sorc all supposed to fight in melee range?
Nope, that is exactly why they made the change. To prevent it from being spammed as a way to get out of fights. The new bolt escape functions perfectly for keeping sorcs in casting range without allowing them free outs.
Maybe you need to rethink what you are complaining about.
then you failed to read the first post.
BE has a range of 15, sorc's casting range is 28, all gap closer has a range of 22 or more.
somewhere you got lost.