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Sorcerer Changes Brainstorming

STAR WARS: The Old Republic > English > Classes > Sage / Sorcerer
Sorcerer Changes Brainstorming
First BioWare Post First BioWare Post

MusicRider's Avatar


MusicRider
11.07.2013 , 10:32 AM | #251
Quote: Originally Posted by Hockaday View Post
You'd be far better with hybrid for that. You do miss out on the slow though. But, to each their own and it's a different conversation altogether now isn't it? lol.
Which slow? Lol. You mean the root of sever force. A couple of posts back you said that trance stacks remove the health consumption, which is also wrong. It is pretty clear you don't play a sage. But I like how a few posts before you tell people l2p. ROFL. Of course you have every right to post, but of course we have every right to ignore your posts as non existent from now on.

Xeraz's Avatar


Xeraz
11.07.2013 , 11:05 AM | #252
Quote: Originally Posted by Orderken View Post
Is your intention eliminating entirely resource management for healers in PVP? I don't support this.
Arena in WoW didn't have any "real" time limit. So they needed mana to be a limiter to the fight. Since we have 5 minute rounds I can safely say that all the healers SHOULD be able to heal for the full 5 minutes.
"Who I am is not important, my message is."

Laforet's Avatar


Laforet
11.07.2013 , 11:11 AM | #253
Quote: Originally Posted by Xeraz View Post
Arena in WoW didn't have any "real" time limit. So they needed mana to be a limiter to the fight. Since we have 5 minute rounds I can safely say that all the healers SHOULD be able to heal for the full 5 minutes.
That or no healer should be able to heal PvP burst damage in the full 5 minutes.

The problem is that one healer can, and the other two cannot.

I would think that every healer should run OOM at the 4 minute mark if dps is doing their job properly. I think it adds a tactical incentive to the more agressive team.
Believer - Seer - Fatman - RETIRED

Xeraz's Avatar


Xeraz
11.07.2013 , 01:27 PM | #254
Btw, I might add that after continuing to do more and more arena and as the POT5 scene has gotten more and more competitive I still feel the following changes should be done. My opinion has not changed, besides "Reverse Corruptions now removes the health cost of using Consumption" possibly being tied to the set bonus.

http://www.swtor.com/community/showthread.php?t=692500

Corruption- Still needs more tools to survive as well as better Force.
Lightning- Needs more utility/capability, to help maintain dps uptime. Too easily locked out.
Madness- Needs better Force and Instant WW. (I'd like to remove self healing for passive defenses but that's a QOL buff)
Baseline- Need Fadeout for all Sorc and overload needs to be better than it is.
"Who I am is not important, my message is."

warstory's Avatar


warstory
11.07.2013 , 01:44 PM | #255
This really belongs here

http://www.swtor.com/community/showthread.php?t=695980

Idea thread about a change to interrupt system
"Surely you know I could kill you just as easily with my lightsaber as I could with the force "

Xeraz's Avatar


Xeraz
11.07.2013 , 01:49 PM | #256
Quote: Originally Posted by warstory View Post
This really belongs here

http://www.swtor.com/community/showthread.php?t=695980

Idea thread about a change to interrupt system
The idea is basically trying to use Wildstar's casting system for Star Wars. It'd require such an overhaul of all casted abilities that I think it's impractical.
"Who I am is not important, my message is."

Darth-Gorog's Avatar


Darth-Gorog
11.07.2013 , 03:06 PM | #257
Quote: Originally Posted by Gomex View Post
And you are? What are your last 2 posts about?

Atleast I've made suggestions and explain with addressing the problems and solutions. Sorry if somebody with no experience or knowledge on the class tries to destroy my credibility and I defend myself by questioning his credibility in the first place.

It's funny you speak about ignoring and swaying off topic when the guy came at me with no experience or knowledge and started calling me bad for stacking crit for whatever reason he thinks I do...only to be defended by you.



1. What is the purpose of class balance? You've been arguing this whole time on a class balance thread only to give negative comments and in the end tell those who have problems to go reroll/bring another healer as a solution.
2. Sins hate sorc healers...sounds like your sorcs don't prebubble followed by instant aoe on your stun locks. L2p issue here if you're dying with your sorc healers having plenty of force. By the way, since when do you speak for sins?
3. Ignoring people is one way to admit defeat when dissected and questioned in an argument.
well that's easy, the one you quoted here and one where I asked you what your original point was (which I have gone ahead and looked at) and telling you he ignored you, but it appears I am being the irresponsible one now, so yea my last two posts were far from productive.

just throwing this out there, but that guy doesn't play a sorc healer (just in case that wasn't obvious) he has a sorc dps as an alt and his main is a Sin tank, hence why he isn't as well informed as he should be. I can't speak for Sorc healing either, as I have been a sorc dps since early access, so lets here what you have to say about what sorc dps needs improvements on, you did say you would have elaborated on it. Also I gather your a pvper, so if any of your suggestions reflect on pve then I would be interested to hear what you have to say, considering raids are aparantly 'dumbed down'.

skarlson's Avatar


skarlson
11.07.2013 , 04:46 PM | #258
Quote: Originally Posted by skarlson View Post
A second go of it for lightening:

Increase root to 2s for Lightening Swarm so it is more than a speed bump
Increase range of Electrocute to 30m
Add CC immunity to Polarity Shift with Chaos Nexus
Decrease base cast time for Whirlwind to 1.5s
Increase distance of KB slightly for Overload
Add immunity to and removal of movement impairing effects baseline e.g. fadeout
Increase Force Slow movement reduction to 70% as it is a single target slow

Fixed or see how it goes before further changes.
Forgot, barrier needs a KB+slow so people cannot instantly kill us. Make KB 360 again; we should not be the only class with a KB that needs to actually aim it. The whole idea behind all of this is if they are going to focus us then they should have to work for the kill. Just like we have to work to keep distance so we can cast.
"Unlimited powahahaha! I can't say it..." -Darth Sidious as a Sorcerer

Gomex's Avatar


Gomex
11.07.2013 , 05:43 PM | #259
Quote: Originally Posted by Darth-Gorog View Post
well that's easy, the one you quoted here and one where I asked you what your original point was (which I have gone ahead and looked at) and telling you he ignored you, but it appears I am being the irresponsible one now, so yea my last two posts were far from productive.

just throwing this out there, but that guy doesn't play a sorc healer (just in case that wasn't obvious) he has a sorc dps as an alt and his main is a Sin tank, hence why he isn't as well informed as he should be. I can't speak for Sorc healing either, as I have been a sorc dps since early access, so lets here what you have to say about what sorc dps needs improvements on, you did say you would have elaborated on it. Also I gather your a pvper, so if any of your suggestions reflect on pve then I would be interested to hear what you have to say, considering raids are aparantly 'dumbed down'.
Sorc dps honestly don't need much improvement, maybe a few tweaks but nothing like corruption. I've played every spec in the game..literally. I've never seen such imbalance among the healers in the game. Honestly....2 terribly bad healing specs(pvp wise) out of 3 in the game is ruining a lot of potential for variety of comps in arenas.

Like I said, my suggestions by changing the set bonus so innervate crits gives some kind of force back or possibly bubbles giving a small amount of force back on break(but then might be a hit or miss buff to madness). This wouldn't touch pve at all, too much of a stat loss only to gain extra force that currently isn't needed for raiding. The reason why I like my innervate crit to set bonus is because this would also fix the problem of sorcs having to waste innervate on themselves just to top them selves off from consuming throughout the fight. If this change would go through, I strongly believe sorcs would be able to maintain bubbles/heals through the 5 minute cleaves on focus targets without having to worry about consuming to the point of practically taunting the other team to swap to you with your low health pool and light armor.

Problems that needs to be addressed for sorc dps
1. Bring back old knockbacks, why was this nerfed in the first place when commandos have a bigger aoe knockback while wearing heavy armor and hydraulic override with more means to escape from a train?

Solution: Balance something out here with the knockback. Whether that means more damage which has stayed the same since launch, cd being reduced while being attacked like how evasion works in the op healing tree or knockbacks in the dps pyro tree(I believe, sorry I can't remember every talent in the game for both sides) Once a sorc is trained, there is no means of "make them pay" this change to knockback by reducing the cd being attacked would bring us a little closer to "make them pay".

How this would affect pve: sorc tanks will be op with being able to heal to full/kiting/and constant knockbacks.....

2. Instant WW...plenty of arguments as to why it should be in the game. Most obvious reason is that it's an important utility that would balance the class from a cc perspective. I really don't understand how instant ww would be devastating to pve raids here. Honestly why bioware why did you nerf sorcs in this section. I can understand sin with their other ways of control...but not sorcs especially realizing sorcs are forced to play reckless and exposing themselves out of los just to get a cc off assuming you're white barred with polarity shift while being trained not mitigating any kind of damage. I really really don't understand why they took this out of the game.

Solution: Bring it back so we're not the only class the game without an instant 6 second+ cc while also being the squishiest class in the game.

How this affects pve: you can instant ww a boss and it still won't do anything.

As for madness and lightning, I believe lightning needs some kind of work, honestly I haven't thought too much about it, but I do know lightning sorcs are literally the squishiest spec in the game. For being a glass cannon, something needs to be done to be able to be a cannon rather just glass in arenas. Polarity shift isn't going to cut it especially with all the defensive cds that can easily negate damage. Knockback root isn't going to cut it against rage spec maras training you and buffed with being able to obliterate back to the target while rooted. So that leaves lightning only means of defense is force speed/slow/bubble stun and barrier. All of these abilities do not create distance against fotm pt running with hydraulic/pulling/stunning twice while all you have is a bubble stun for one lightning strike/4 second stun that reduced their damage but 30%. Yes it's a hard counter, but this is just one of many counters which makes the spec in need of balance.

My comment on madness and force regen ...I honestly don't think it needs much of a buff aside from removing force degeneration, that whole concept just boggles my mind as to why it's still in the game. Not only is the ratio imbalance for the health lost for force, but to add in another debuff that negates the whole concept of the ability especially when under pressure to finish a kill or survive. I really don't know what much could be done considering madness force regen is based off being able to freecast in raids. This change would be asking a lot for bioware to get it done right, which is why I haven't really pushed into the idea yet. From my personal experience, I haven't run into huge force regen problems as madness, usually I tell my teammates who are giving me trouble and when to peel. The best I can do at this point is just coordinate with my teammates so they're able to give me windows of opportunities to burst with them by setting up dots and force lightning. If I'm having to bubble constantly then most likely something is being played wrong. If I'm running out of force from spreading too much dots, then obviously I need to work on control and coordinated pressure/burst based on the opponents defensive cds. So far I've been able to adapt against the best teams on Bastion playing double range. Probably why I haven't thought much on what could be done in this area.

Darth-Gorog's Avatar


Darth-Gorog
11.07.2013 , 06:18 PM | #260
Quote: Originally Posted by Gomex View Post
Sorc dps honestly don't need much improvement, maybe a few tweaks but nothing like corruption. I've played every spec in the game..literally. I've never seen such imbalance among the healers in the game. Honestly....2 terribly bad healing specs(pvp wise) out of 3 in the game is ruining a lot of potential for variety of comps in arenas.

Like I said, my suggestions by changing the set bonus so innervate crits gives some kind of force back or possibly bubbles giving a small amount of force back on break(but then might be a hit or miss buff to madness). This wouldn't touch pve at all, too much of a stat loss only to gain extra force that currently isn't needed for raiding. The reason why I like my innervate crit to set bonus is because this would also fix the problem of sorcs having to waste innervate on themselves just to top them selves off from consuming throughout the fight. If this change would go through, I strongly believe sorcs would be able to maintain bubbles/heals through the 5 minute cleaves on focus targets without having to worry about consuming to the point of practically taunting the other team to swap to you with your low health pool and light armor.

Problems that needs to be addressed for sorc dps
1. Bring back old knockbacks, why was this nerfed in the first place when commandos have a bigger aoe knockback while wearing heavy armor and hydraulic override with more means to escape from a train?

Solution: Balance something out here with the knockback. Whether that means more damage which has stayed the same since launch, cd being reduced while being attacked like how evasion works in the op healing tree or knockbacks in the dps pyro tree(I believe, sorry I can't remember every talent in the game for both sides) Once a sorc is trained, there is no means of "make them pay" this change to knockback by reducing the cd being attacked would bring us a little closer to "make them pay".

How this would affect pve: sorc tanks will be op with being able to heal to full/kiting/and constant knockbacks.....

2. Instant WW...plenty of arguments as to why it should be in the game. Most obvious reason is that it's an important utility that would balance the class from a cc perspective. I really don't understand how instant ww would be devastating to pve raids here. Honestly why bioware why did you nerf sorcs in this section. I can understand sin with their other ways of control...but not sorcs especially realizing sorcs are forced to play reckless and exposing themselves out of los just to get a cc off assuming you're white barred with polarity shift while being trained not mitigating any kind of damage. I really really don't understand why they took this out of the game.

Solution: Bring it back so we're not the only class the game without an instant 6 second+ cc while also being the squishiest class in the game.

How this affects pve: you can instant ww a boss and it still won't do anything.

As for madness and lightning, I believe lightning needs some kind of work, honestly I haven't thought too much about it, but I do know lightning sorcs are literally the squishiest spec in the game. For being a glass cannon, something needs to be done to be able to be a cannon rather just glass in arenas. Polarity shift isn't going to cut it especially with all the defensive cds that can easily negate damage. Knockback root isn't going to cut it against rage spec maras training you and buffed with being able to obliterate back to the target while rooted. So that leaves lightning only means of defense is force speed/slow/bubble stun and barrier. All of these abilities do not create distance against fotm pt running with hydraulic/pulling/stunning twice while all you have is a bubble stun for one lightning strike/4 second stun that reduced their damage but 30%. Yes it's a hard counter, but this is just one of many counters which makes the spec in need of balance.

My comment on madness and force regen ...I honestly don't think it needs much of a buff aside from removing force degeneration, that whole concept just boggles my mind as to why it's still in the game. Not only is the ratio imbalance for the health lost for force, but to add in another debuff that negates the whole concept of the ability especially when under pressure to finish a kill or survive. I really don't know what much could be done considering madness force regen is based off being able to freecast in raids. This change would be asking a lot for bioware to get it done right, which is why I haven't really pushed into the idea yet. From my personal experience, I haven't run into huge force regen problems as madness, usually I tell my teammates who are giving me trouble and when to peel. The best I can do at this point is just coordinate with my teammates so they're able to give me windows of opportunities to burst with them by setting up dots and force lightning. If I'm having to bubble constantly then most likely something is being played wrong. If I'm running out of force from spreading too much dots, then obviously I need to work on control and coordinated pressure/burst based on the opponents defensive cds. So far I've been able to adapt against the best teams on Bastion playing double range. Probably why I haven't thought much on what could be done in this area.
This actually sounded more reasonable than I thought it would, I definitely agree with you about Madness's force management. And yes I do feel lightning needs improvements, overall in a pve standpoint their damage output isn't overly great, I feel it is too reliant on crits and the base damage doesn't stand up on it's own. I wouldn't mind a sorc being a glass cannon so long as they get the canon part right, more often than not they fire blanks. also some form of utility wouldn't go astray, like how the snipers and marauders get ballistic shield and bloodthirst respectively, maybe something that affects crit, surge or alacrity or just anything that isn't covered by the other utility moves.

The major thing that raises an eyebrow with me though is how you think the overload changes would affect pve, firstly the only time I have ever tanked as a sorc is when I rip agro or the Dread Master Raptus fight until Bestia has been dealt with, but even so it is very rare (if not non-existant) for a raid boss to be affected by knock backs, just like they can't be stunned (at least through conventional means), and really anytime I see the words 'Heal to Full' my blood boils just a little, off healing takes a fair chunk of force if you go to full (unless you use Unnatural Preservation) which proves to be more of a pain for madness sorcs, and in raid situations the cast time for off heals takes up far too much time that could be spent dpsing the boss, and should be only done if both tanks are at dangerously low health, which would occupy the healers.