03-07-2007, 04:09 PM
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#1
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Join Date: Jan 2007
Posts: 197
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Sorcerer Feedback
Our specials go off way too fast these days. I understand and agree with trying to up the sorcerer dps but currently, every time I crit I get a second crit free (which is VERY frequently). It becomes more of a tedium to press a second button every time I crit, while it was a nice little bonus I got to use once and a while.
On top of this, the fire special being triggered by non fire spells? Why even have a seperate fire special if it does exactly the same thing as the mimic special with a different effect... and just as often.
The upped dps is appreciated, but the tedius button mashing is not. My specials are a bit annoying now rather than a cool interactive bonus.
My 2 cents.
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03-07-2007, 04:58 PM
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#2
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Join Date: Feb 2007
Posts: 84
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interesting post...
edited by Labyrrinth
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Last edited by Labyrrinth : 03-07-2007 at 07:44 PM.
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03-07-2007, 06:26 PM
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#3
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Join Date: Jan 2007
Posts: 197
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Quote:
Originally Posted by uberowo
interesting post...
edited by Labyrrinth
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pot.... kettle?
Regardless of the previous posters insightful contribution, any other sorcerer's have an opinion on this? This patch made our specials... well, less special imo.
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Last edited by Labyrrinth : 03-07-2007 at 07:44 PM.
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03-07-2007, 06:28 PM
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#4
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Join Date: Mar 2007
Posts: 4
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The onlything i have to agree with you is that it is retarded for Incinerate (fire finisher) to be triggered by non fire based spells...
The recast on mimic is nearly instant which is fine by me, cause well I am a sorc I do damage, thats it. I don't take damage, i don't heal damage, I DO DAMAGE.
If your concerned with carpal tunnel from button mashing your hot buttons, either be a different class, or learn to set up your hot buttons better...
I like to make use of the 1-5 keys for the majority of my DD spells
so i have the standard 1 2 3 4 5, than shift +, alt +, ctr +
so boom right there thats 20 hot buttons with out ever having to move my hand.
The only other suggestion i have for the devs about increasing our DPS, is to stop messing with the +spell damage focus gear, as we level up it gets harder and harder to keep it maxxed out, luckily i've been finding ways to stretch it.
With that said, I would improve the bonus at higher levels to maintain max +spell focus... A level 10 sorc with 100/100 spell focus (very easy to accomplish gets +20% dmg) a level 30sorc with 300/300 (harder to achieve) still only gets +20% spell damage. Don't get me wrong its do able, but for the time and effort i put in to keep my gear as good as possible, id like to see higher reward for the efforts at higher level.
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03-07-2007, 06:33 PM
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#5
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Join Date: Mar 2007
Posts: 4
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By the way Derillin,
Sorcerers do not have specials we have finishers. Our finishers are set off by a critical hit with a spell, and then we get to stack damage with our finishers. They are in no way special at all.
Melee types and many other types of characters get extensive use of their finishers... They critically hit with melee, finisher 1, then if that crits, finisher 2, then finisher 3 and so on. Finisher 3 so rarely occurs for them that, that could be considered truly special.
Sorcs do not get tier 2 and 3 chain finisher combos the way other classes do. The act that pre-update we had a 5min recast on our finishers was a little limiting. With this patch now, our finishers are more in line with the frequency of other classes, yet we do insane damage.
/nuclearmisslemadeofstyrofoam
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03-07-2007, 06:38 PM
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#6
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Join Date: Jan 2007
Posts: 197
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Quote:
Originally Posted by phaelanx
By the way Derillin,
Sorcerers do not have specials we have finishers. Our finishers are set off by a critical hit with a spell, and then we get to stack damage with our finishers. They are in no way special at all.
Melee types and many other types of characters get extensive use of their finishers... They critically hit with melee, finisher 1, then if that crits, finisher 2, then finisher 3 and so on. Finisher 3 so rarely occurs for them that, that could be considered truly special.
Sorcs do not get tier 2 and 3 chain finisher combos the way other classes do. The act that pre-update we had a 5min recast on our finishers was a little limiting. With this patch now, our finishers are more in line with the frequency of other classes, yet we do insane damage.
/nuclearmisslemadeofstyrofoam
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Excuse the terminology foopah. I do fully understand how our finishers work. I'm not afraid of any button mashing, I'm quite the avid masher honestly... I'm also great at playing the sorc class with or without these changes.
What it comes down to for me is specials have gone from what seemed like a cool bonus once and a while to just extra busywork. Basically any crit means you will get a second crit for free now. I just liked it the former way. I personally would prefer they upped dps on the whole rather than giving us increased use of our finishers...
This isn't something that's annoying enough to me to stop playing the class, but it is a bit annoying to me anyway.
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03-07-2007, 06:46 PM
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#7
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Join Date: Mar 2007
Posts: 4
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Well you know how SOE devs fix things, they use band-aids where sutures/stiches should have been used. I felt like the finishers pre-update was ok, although im glad they reduced their refresh, especially on mimic.
But yes, if they really actually wanted to do a thurough job on upping sorc's dps, they could have scaled +spell damage focus to above +20% for higher levels, or even just let sorcs get up to +30% to damage where other casters only get 20% if they wanted to differentiate our dps from other casters.
Or they could have just run down the list of spells and given us +100 to the min and max of every spell.
But no, they do what saves them the most money, and to change the refresh time on our finishers could take a programmer a day, and if they used really tight coding (which they dont) it could have taken them as little as 30minutes. To make that change. Which means SOE saved maybe 3000$ for getting a result close to their expectation that required as little work as possible...
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03-07-2007, 06:50 PM
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#8
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Join Date: Feb 2007
Posts: 84
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Actually, the third finisher for melees isn't rare at all.
Most melee classes get access to their finishers after a crit, just like casters. Then to get access to their 2nd (followup) finisher, they only have to hit with the 1st finisher.. not crit..
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03-07-2007, 06:58 PM
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#9
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Join Date: Mar 2007
Posts: 4
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Quote:
Originally Posted by uberowo
Actually, the third finisher for melees isn't rare at all.
Most melee classes get access to their finishers after a crit, just like casters. Then to get access to their 2nd (followup) finisher, they only have to hit with the 1st finisher.. not crit..
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Well there you have it, the proof's in the pudding... Other classes get more frequent and just plain MORE finishers than casters do. I never complained about how my finishers worked as a sorc pre-upgrade. But its nice to see that my finishers are now closer to the frequency of use that a melee type has.
And the fact that I can do several thousand damage in a very very short period of time i.e. 1second. every 3seconds does not make sorcer's uber. We are designed to do that kind of damage, we take any type of damage from a peel we drop like a chior boy....
Pre-update i skipped my finisher a lot of the time.
Post-update i still use it more frequently now, but I am still very cautious of the timing when im in a group, because we will peel mobs, and as we level up the mobs will be more likely to 1/2 shot us. Even with healers, unless their timing is perfect.... More damage does not always mean more uberness as far as in group sorc is concerned. The more damage per cast we do, the more hate management we need to consider. Casting balls-to-the-walls dps in a group is likely to cause problems if your fighting 4-6dot mobs... With adds and all the glory-greatness my groups get themselves into.
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03-07-2007, 07:03 PM
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#10
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Join Date: Jan 2007
Posts: 114
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i will help anywasys - maybe someone will benefit
Right click on the spell icon and type the following
/reactionautochain
before the
/cast"whatever"
Repeat for all your ofensive spells. Now whenever you crit, you will automaticly execute the chain move regardless of whether or not you clicked mimic fast enough.
To be really leet, you can trhough in
/reactionautocounter
to automaticaly counterspell whenever possible.
edited - Labyrrinth
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Last edited by Labyrrinth : 03-07-2007 at 07:24 PM.
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03-07-2007, 07:21 PM
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#11
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Join Date: Mar 2007
Posts: 1
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Tassadar, just wanted to double check. The /reactionautochain goes in BEFORE the /cast ?
Sometimes these macros look backwards to me. The popluar loot macro is one example.
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03-07-2007, 07:29 PM
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#12
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Join Date: Jan 2007
Posts: 197
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Quote:
Originally Posted by Tassadar
The OP is an obvious trol, but i will help anywasys - maybe someone who isn't a troll will benefit
Right click on the spell icon and type the following
/reactionautochain
before the
/cast"whatever"
Repeat for all your ofensive spells. Now whenever you crit, you will automaticly execute the chain move regardless of whether or not you clicked mimic fast enough.
To be really leet, you can trhough in
/reactionautocounter
to automaticaly counterspell whenever possible.
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I make a valid point about how I disagree with a class change and am labled a troll....
Regardless, adding a macro is irrelavent as button mashing wasn't the issue. I just don't like the speed that our finishers occur now, and how the our fire finisher (forget the name) can now cast regardless of the type of spell cast previously.
I haven't played any other class, just sorc (24 now) so was not clear on how our finishers compaired to other classes. If other classes were able to use theirs more frequently, I guess I can see why the change was brought in... it doesn't make me like it any more though.
On another note this is the first time (I think) I've even visited the sorcerer forums on SV... are you guys always this welcoming? Does my dislike of the change offend you? if so I'm sorry. Apparently I'm the only one who dislikes these changes and as such, have no right to voice my opinion...
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03-07-2007, 09:09 PM
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#13
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Join Date: Jan 2007
Posts: 114
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Quote:
Originally Posted by Delirin
I make a valid point about how I disagree with a class change and am labled a troll....
Regardless, adding a macro is irrelavent as button mashing wasn't the issue. I just don't like the speed that our finishers occur now, and how the our fire finisher (forget the name) can now cast regardless of the type of spell cast previously.
I haven't played any other class, just sorc (24 now) so was not clear on how our finishers compaired to other classes. If other classes were able to use theirs more frequently, I guess I can see why the change was brought in... it doesn't make me like it any more though.
On another note this is the first time (I think) I've even visited the sorcerer forums on SV... are you guys always this welcoming? Does my dislike of the change offend you? if so I'm sorry. Apparently I'm the only one who dislikes these changes and as such, have no right to voice my opinion...
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First this isn't the sorcerer forum this is the sorcerer forum.
The reason people are ofended by you is becasue you came off sounding as if you were ofended that you had to press the finsisher botton more often. The extra "work" was too much for you. This does NOT constitute a valid consern and so your were flamed.
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03-07-2007, 11:50 PM
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#14
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Join Date: Jan 2007
Posts: 197
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Quote:
Originally Posted by Tassadar
First this isn't the sorcerer forum this is the sorcerer forum.
The reason people are ofended by you is becasue you came off sounding as if you were ofended that you had to press the finsisher botton more often. The extra "work" was too much for you. This does NOT constitute a valid consern and so your were flamed.
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I didn't say anything about having issues with more work, I was not offended, just voicing my opinion on a class change, but am done restating my opinion here. Yeah, graffe is a good site, but as far as SV goes, this is it for sorcerer forums, I'm not going to argue semantics with you or waste any more time in this thread... real constructive posts.
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03-08-2007, 07:36 AM
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#15
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Join Date: Jan 2007
Posts: 213
Server: Tharridon (FFA PvP)
Name: Vatorious
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Quote:
Originally Posted by Delirin
I didn't say anything about having issues with more work, I was not offended, just voicing my opinion on a class change, but am done restating my opinion here. Yeah, graffe is a good site, but as far as SV goes, this is it for sorcerer forums, I'm not going to argue semantics with you or waste any more time in this thread... real constructive posts.
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Why use terms such as "busy work", "becomes more of a tedium to press a second button", etc. if you didn't have a problem with pressing the buttons?
I'm sure if you have half a brain, you can see where we got the idea that the idea of pushing more buttons offended you.
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03-08-2007, 02:53 PM
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#16
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Join Date: Feb 2007
Posts: 218
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Quote:
Originally Posted by vatoreus
Why use terms such as "busy work", "becomes more of a tedium to press a second button", etc. if you didn't have a problem with pressing the buttons?
I'm sure if you have half a brain, you can see where we got the idea that the idea of pushing more buttons offended you.
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Hmm..I knod of like "mahsing" more buttons for the simple reason that there's more things to do after all.
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03-09-2007, 12:52 PM
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#17
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Join Date: Feb 2007
Posts: 5
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Quote:
Originally Posted by Tassadar
i will help anywasys - maybe someone will benefit
Right click on the spell icon and type the following
/reactionautochain
before the
/cast"whatever"
Repeat for all your ofensive spells. Now whenever you crit, you will automaticly execute the chain move regardless of whether or not you clicked mimic fast enough.
To be really leet, you can trhough in
/reactionautocounter
to automaticaly counterspell whenever possible.
edited - Labyrrinth
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Won't work for me
Just says its not a valid command. Any ideas what I'm doing wrong?
My macro looks like this:
EXAMPLE:
/cast"Fireball I"
/reactionautochain
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03-09-2007, 02:00 PM
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#18
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Join Date: Feb 2007
Posts: 112
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Quote:
Originally Posted by Siongest
Won't work for me
Just says its not a valid command. Any ideas what I'm doing wrong?
My macro looks like this:
EXAMPLE:
/cast"Fireball I"
/reactionautochain
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You would want the /reaction first...so you would try to cast it if it was available, and if not, you'd cast fireball. The point is that when you try to cast fireball it won't make you unable to cast a finisher that you hadn't noticed pop up (same with counters).
In either case, the people that keep posting their macros in every sorc thread always seem to forget to mention that turning your spellcast icons into macros will make them lose their ability to show you their cooldown and when they are in range or not. I'd personally rather be on my toes and cast my reactions on my own than not be able to see my cooldowns or know right when I'm at max range.
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__________________
Varking - PVP Team Server - Evils
Too many lowbies to list.
Currently playing Deemon, lvl 15 Kura Sorc
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03-09-2007, 02:04 PM
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#19
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Join Date: Jan 2007
Posts: 114
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Quote:
Originally Posted by Demonix
You would want the /reaction first...so you would try to cast it if it was available, and if not, you'd cast fireball. The point is that when you try to cast fireball it won't make you unable to cast a finisher that you hadn't noticed pop up (same with counters).
In either case, the people that keep posting their macros in every sorc thread always seem to forget to mention that turning your spellcast icons into macros will make them lose their ability to show you their cooldown and when they are in range or not. I'd personally rather be on my toes and cast my reactions on my own than not be able to see my cooldowns or know right when I'm at max range.
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I have two bars, one with my macros and one with basic spells. So i use my macros and see the cooldowns et al on my second bar
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03-09-2007, 04:54 PM
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#20
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Into the Volcano
Join Date: Feb 2007
Posts: 219
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Quote:
Originally Posted by phaelanx
Well you know how SOE devs fix things, they use band-aids where sutures/stiches should have been used. I felt like the finishers pre-update was ok, although im glad they reduced their refresh, especially on mimic.
But yes, if they really actually wanted to do a thurough job on upping sorc's dps, they could have scaled +spell damage focus to above +20% for higher levels, or even just let sorcs get up to +30% to damage where other casters only get 20% if they wanted to differentiate our dps from other casters.
Or they could have just run down the list of spells and given us +100 to the min and max of every spell.
But no, they do what saves them the most money, and to change the refresh time on our finishers could take a programmer a day, and if they used really tight coding (which they dont) it could have taken them as little as 30minutes. To make that change. Which means SOE saved maybe 3000$ for getting a result close to their expectation that required as little work as possible...
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You do of course realize that ALL caster had this change to our finish rite? It wasnt just a sorc update. Also, PSI had an additional nuke added to their crit nukes. Secondly, there rly arnt any SoE Devs working on the game. SoE is the publisher not the developer. Nice try anyway.
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