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FEEDBACK - Sorcerer TL Report v1.64 - August 2003
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Sorcerer Team Lead Report v1.64 – August 2003
Overview
The Sorcerer is perceived as the primary crowd control class of their realm. They perform this function quite well in the PvE arena. Unfortunately, due to Realm Abilities such as Purge and Determination, spell resists, item resists, interrupts and cloth based armor, the true Sorcerer spends most of their RvR time face down speaking to the ants.
Concerns:
Survivability – Cloth casters survivability depends on staying out of reach of the enemy and dealing damage quickly. We hope that the upcoming reviews and or rework of Resists and Realm Abilities are able to address these concerns.
The upcoming changes should affect Sorcs significantly. There may be some room in the Sorc spec lines for some additional survivability enhancements and that's something we'll explore down the road.
Epic Encounters – The rate of resists in high level PvE encounters has reduced the Sorcerer to wielding their staff in melee or providing mana regen as their only group contribution, as opposed to using the large number of spell in their arsenal including their class defining crowd control abilities.
We hope to have a fix for the issue of CC being less affective against epic mobs.(Just telling people to /assist to get the multiple attacker bonus doesn't cut it with CC for obvious reasons) Regarding general to-hit, we're still working on that issue as well.
Spec line Issues:
1. Mind – The recent changes to the Mind line have aided the class greatly. There are still a few concerns though.
A. Amnesia – power consumption versus its counter parts.
The difference is the Bard version at spec 42 for 27 power and 325 radius, the Healer version at spec 44 for 28 power and 325 radius, then the Sorcerer version at spec 49 for 37 power and 325 radius.
I suspect the reason it was designed this way was because it's higher level then the other ones. I'll look into the possibility of shaving it down a little, but this seems like a relatively minor issue.
Suggestions have been dropping our version to 43/45 in spec line and dropping the power closer to the Healer, or since the Bards insta is actually the more desirable, yet cost less than both the Healer and Sorcerers cast version, increasing the radius for both the Healer and Sorcerer to 425, bringing the Sorcerer earlier in the spec line and dropping the Sorcerer power cost more in line with the Healers could also be an option.
I suspect the reason it was designed this way was because it's higher level then the other ones. I'll look into the possibility of shaving it down a little or making some other changes, but I guess the next question is what specific problem do we want this change to fix?
Is this an issue when spamming amnesia at a target to prevent them from casting because the power cost is too severe? How many times can you chain amnesia a target before your at half power or out of power?
B. Charmed Pets –
PvE - Please add lower level mobs to the entrance areas of Caer Sidi and City of Avalon. Charm able mobs for the Sorcerer start at 47 in CoA and none are available in Sidi.
Noted for world team.
RvR – Pets are used little in RvR do to the constraints of finding and charming the desirable pet, only to lose it a few moments later upon death.
Lack of variety in Hibernia, especially near the Albion portal keep has been a major concern.
Noted for world team.
Allow us to assess the level of a mob
Allow us to recall our last charmed pet from the same zone after death, even if it means that pet loses a level or two as a balance.
I understand why players want this but these changes are unlikely to happen.
C. Confusion - Confusion has no use in RvR and has been adjusted in PvE to make it all but worthless. With Mob immunity and no utility in the RvR arena this spell needs to be reworked to provide a viable utilization in both PvE and RvR.
Yes, we want to find an RvR use for confusion that doesn't dramatically upset the apple cart. Nothing concrete on this yet.
2. Body – The most balanced line of the Sorcerer, Body is one of the most popular major specs.
As per feedback the spec 20 single target root in body has been bugged. Recent ‘fixes’ to our spell icons in 1.64 did not address the issue of the image being AOE with a single target delve.
Not every bug can be fixed right away. If you're worried something was missed, just bug /appeal it again.
3. Matter –The Matter line has suffered the reputation of being the red headed step child. Allowing the spec and base dot’s to stack and adding the dd/snare was a start, and increased the number of players willing to ‘try’ the spec. But few stick with it, and those that do are a minority.
No keep door damage
No secondary form of CC
Bad spec distribution with main DD at spec lvl 40 and 49, limiting to 40Matter/3X Mind/Body as only real viable specs.
Loss of elemental debuffs
We don't have a review planned of matter at this time. Not because we don't think the line is perfect, but because there are upwards to 200 spell lines in the game and we can only focus on so many at one time.
New Issues:
None at this time
Other Issues:
Class RA – Corporeal Disintegration – Though our only form of AoE damage this RA is rarely used by a class that wholly bases their survival on their Crowd Control abilities, suggest instead another form of Crowd Control. We are open to discussion.
Let's discuss during the RA review.
Power Consumption – Power costs on our stat debuffs are 8 to 10 points or higher versus similar spells in other realms.
Do the same thing you did with the amnesia issue. Also, explain how this is affecting sorc performance. Is this just a clerical issue because sorcs would like to save a few power points or does this have some serious impact on whether or not people use these in RvR?
COME ON SURVIVEABILITY
--------------------------------------------------------------------------------
Sorcerer Team Lead Report v1.64 – August 2003
Overview
The Sorcerer is perceived as the primary crowd control class of their realm. They perform this function quite well in the PvE arena. Unfortunately, due to Realm Abilities such as Purge and Determination, spell resists, item resists, interrupts and cloth based armor, the true Sorcerer spends most of their RvR time face down speaking to the ants.
Concerns:
Survivability – Cloth casters survivability depends on staying out of reach of the enemy and dealing damage quickly. We hope that the upcoming reviews and or rework of Resists and Realm Abilities are able to address these concerns.
The upcoming changes should affect Sorcs significantly. There may be some room in the Sorc spec lines for some additional survivability enhancements and that's something we'll explore down the road.
Epic Encounters – The rate of resists in high level PvE encounters has reduced the Sorcerer to wielding their staff in melee or providing mana regen as their only group contribution, as opposed to using the large number of spell in their arsenal including their class defining crowd control abilities.
We hope to have a fix for the issue of CC being less affective against epic mobs.(Just telling people to /assist to get the multiple attacker bonus doesn't cut it with CC for obvious reasons) Regarding general to-hit, we're still working on that issue as well.
Spec line Issues:
1. Mind – The recent changes to the Mind line have aided the class greatly. There are still a few concerns though.
A. Amnesia – power consumption versus its counter parts.
The difference is the Bard version at spec 42 for 27 power and 325 radius, the Healer version at spec 44 for 28 power and 325 radius, then the Sorcerer version at spec 49 for 37 power and 325 radius.
I suspect the reason it was designed this way was because it's higher level then the other ones. I'll look into the possibility of shaving it down a little, but this seems like a relatively minor issue.
Suggestions have been dropping our version to 43/45 in spec line and dropping the power closer to the Healer, or since the Bards insta is actually the more desirable, yet cost less than both the Healer and Sorcerers cast version, increasing the radius for both the Healer and Sorcerer to 425, bringing the Sorcerer earlier in the spec line and dropping the Sorcerer power cost more in line with the Healers could also be an option.
I suspect the reason it was designed this way was because it's higher level then the other ones. I'll look into the possibility of shaving it down a little or making some other changes, but I guess the next question is what specific problem do we want this change to fix?
Is this an issue when spamming amnesia at a target to prevent them from casting because the power cost is too severe? How many times can you chain amnesia a target before your at half power or out of power?
B. Charmed Pets –
PvE - Please add lower level mobs to the entrance areas of Caer Sidi and City of Avalon. Charm able mobs for the Sorcerer start at 47 in CoA and none are available in Sidi.
Noted for world team.
RvR – Pets are used little in RvR do to the constraints of finding and charming the desirable pet, only to lose it a few moments later upon death.
Lack of variety in Hibernia, especially near the Albion portal keep has been a major concern.
Noted for world team.
Allow us to assess the level of a mob
Allow us to recall our last charmed pet from the same zone after death, even if it means that pet loses a level or two as a balance.
I understand why players want this but these changes are unlikely to happen.
C. Confusion - Confusion has no use in RvR and has been adjusted in PvE to make it all but worthless. With Mob immunity and no utility in the RvR arena this spell needs to be reworked to provide a viable utilization in both PvE and RvR.
Yes, we want to find an RvR use for confusion that doesn't dramatically upset the apple cart. Nothing concrete on this yet.
2. Body – The most balanced line of the Sorcerer, Body is one of the most popular major specs.
As per feedback the spec 20 single target root in body has been bugged. Recent ‘fixes’ to our spell icons in 1.64 did not address the issue of the image being AOE with a single target delve.
Not every bug can be fixed right away. If you're worried something was missed, just bug /appeal it again.
3. Matter –The Matter line has suffered the reputation of being the red headed step child. Allowing the spec and base dot’s to stack and adding the dd/snare was a start, and increased the number of players willing to ‘try’ the spec. But few stick with it, and those that do are a minority.
No keep door damage
No secondary form of CC
Bad spec distribution with main DD at spec lvl 40 and 49, limiting to 40Matter/3X Mind/Body as only real viable specs.
Loss of elemental debuffs
We don't have a review planned of matter at this time. Not because we don't think the line is perfect, but because there are upwards to 200 spell lines in the game and we can only focus on so many at one time.
New Issues:
None at this time
Other Issues:
Class RA – Corporeal Disintegration – Though our only form of AoE damage this RA is rarely used by a class that wholly bases their survival on their Crowd Control abilities, suggest instead another form of Crowd Control. We are open to discussion.
Let's discuss during the RA review.
Power Consumption – Power costs on our stat debuffs are 8 to 10 points or higher versus similar spells in other realms.
Do the same thing you did with the amnesia issue. Also, explain how this is affecting sorc performance. Is this just a clerical issue because sorcs would like to save a few power points or does this have some serious impact on whether or not people use these in RvR?
COME ON SURVIVEABILITY