We have a good start here to work on from. Dev response is marked in maroon. This type of feedback is great, it lets us know we still have the possibility to evolve instead of remaining stagnat. I will be opening threads in the forums for the various requested discussions.
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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:
1. Survivability Due to the prevalence of Realm Abilities such as Purge and Determination, spell resists, item resists and interrupts, the Sorcerer is facing the same fate as all the cloth casters. Resists based on spell level mean that our nukes and dots (respectively base 45 and base 44 in their lines) face severe damage reduction or outright resists. The same resists and abilities effect whether or not our Crowd Control is effective making it a requirement to have a secondary form for those instances when they are purged or resisted. A cloth casters survivability depends on staying out of reach of the enemy and dealing damage quickly.
Specline Issues:
1. Mind The recent changes to the Mind line have aided the class greatly. There are still a few concerns though.
The power cost of the 49 Amnesia is high versus its counterparts, dropping it a bit would allow for more use in the battle field (perhaps from 37 to 30).
Make a post on the board listing out all the costs of this spell and highlighting why you feel sorcs is out of whack. If so, this is something I think is reasonable to push for.
The Mez reduction chant, while well received is not seeing use in the battle field due to the heavy use of purge by realm mates, perhaps dropping it down a spec or two (ie 27/37/47) would encourage more usage, or raising the percentage reduced by 2 or 3%. Right now the consensus seems to be that the group mez reduction chant is of little worth above 39.
This is a much harder type of change to make then adjusting the power cost of a spell, for a myriad of reasons. We can look into this further, and we do want mez reduction to be useful in RvR, but it will take a lot of hard work and a solid case to show that this should change, and that the change would actually produce some good results.
And lastly our Pets, considered by some to be the defining factor for the Sorcerer, should be able to aid their Master in their ability to survive either via guard/intercept for those with the proper weapons or staying near upon our death to be brought back to heel quickly.
Sorry, that's an SM ability and not something intended for all classes. We can look more into Sorc survivablity, but this isn't the right tree to bark up.
2. Body The most balanced line of the Sorcerer, Body is one of the most popular major specs.
A concern at the moment is the spec 20 root, the icon indicates that it is an AOE root, while in actuality the spell is single target. Already having a base line single target root, the spec root is considered redundant. Changing to AOE would give those that spec higher end Mind or Matter another form of AOE Crowd Control.
Bug /appeal the icon. (not that we're not aware of it, but to ensure the process is followd and its in our bug tracking database.) We can look into giving sorcs AE root earlier, but that case hasn't been made yet. Show that it's needed and show that it will actually have a positive affect rather then being a token change. And then, show what the likely "preferred" sorc templates would be with these changes.
Unless our resists are brought more in line adding a 50 base damage spell may be necessary.
Resists are being reworked.
3. Matter Rarely chosen as a main spec line, Matter suffers from the lack of diversity that Body supplies. By choosing Matter the Sorcerer sacrifices having a second form of AOE Crowd control, which for a class that is supposed to be primary CC is considered suicidal. By either adding or changing the existing dd/snare to AOE, the community has indicated that they would be more receptive to choosing this as a major spec line. Also, by choosing Matter, the Sorcerer loses the ability to aid in Keep offense as the only spell capable of damaging doors is in the Body spec.
No plans to beef up the matter line at this time, but we're open to ideas here. We'll need to do a comprehensive review of the entire line and what the benefits/trade offs would be.
New Issues:
Since 1.62 has been released Charmed Pets have shown and increase in pathing and targeting obstruction. Instead of following smoothly, the pets seem to lag forward in jerky motions; often times obstructing the third person cameras view to the point that targeting other than the pet is impossible. This is occurring with pets of all sizes and shapes.
Start a thread on the board about this and let's see if we can't get more specific info on it. Once we can do that, we can bug /appeal our results.
Pets are attacking Charmed Minstrel and Necromancer pets without warning unless continuously set to passive.
Bug /appeal this and see if we can figure out what conditions are causing this to happen.
Other Issues:
Class RA Reducing Timer from 30 to 15 minutes or reducing cost from 14 to 10 would make this Ability more attractive.
This could be said about most RAs in the game. Everyone wants them to cost less and have a shorter timer. RA view will address any legit issues here.
Spell graphics and Icons need more work, too many are identical or hard to see, Absorb Icon is a bladeturn Icon, Mez reduction group/single icon is identical to AF Icon.
Compile a list of these and I will pass the results onto the folks responsible for icon design/implementation.
Redundant Debuffs ie Aoe Dex/Quick
Explain exactly what you're talking about. (And yes, I know, but it needs to be clear if I am going to actively pursue this in lieu of the million of other needed requrests.)
Item Problems:
- Epic Armor:
Needs unique Texture standing side by side with a wizard in identically dyed robes, unable to distinguish between the classes.
Noted for the art team.
(from Omyz) noted in the poll section of our forum that we recieved a response from Jeff, looks like we may end up with something unique afterall
- Caer Sidi Tab'Fren staff:
Durability seems very poor in relation to other similar Epic drops
Noted for item team. Perhaps they'll address the name too.
-Sable Warlock's Crown: Does not display when worn not sure if this is intended or not.
If it's a crown I'd assume this is by design. Noting for the item team so they can correct me if I am wrong.
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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:
1. Survivability Due to the prevalence of Realm Abilities such as Purge and Determination, spell resists, item resists and interrupts, the Sorcerer is facing the same fate as all the cloth casters. Resists based on spell level mean that our nukes and dots (respectively base 45 and base 44 in their lines) face severe damage reduction or outright resists. The same resists and abilities effect whether or not our Crowd Control is effective making it a requirement to have a secondary form for those instances when they are purged or resisted. A cloth casters survivability depends on staying out of reach of the enemy and dealing damage quickly.
Specline Issues:
1. Mind The recent changes to the Mind line have aided the class greatly. There are still a few concerns though.
The power cost of the 49 Amnesia is high versus its counterparts, dropping it a bit would allow for more use in the battle field (perhaps from 37 to 30).
Make a post on the board listing out all the costs of this spell and highlighting why you feel sorcs is out of whack. If so, this is something I think is reasonable to push for.
The Mez reduction chant, while well received is not seeing use in the battle field due to the heavy use of purge by realm mates, perhaps dropping it down a spec or two (ie 27/37/47) would encourage more usage, or raising the percentage reduced by 2 or 3%. Right now the consensus seems to be that the group mez reduction chant is of little worth above 39.
This is a much harder type of change to make then adjusting the power cost of a spell, for a myriad of reasons. We can look into this further, and we do want mez reduction to be useful in RvR, but it will take a lot of hard work and a solid case to show that this should change, and that the change would actually produce some good results.
And lastly our Pets, considered by some to be the defining factor for the Sorcerer, should be able to aid their Master in their ability to survive either via guard/intercept for those with the proper weapons or staying near upon our death to be brought back to heel quickly.
Sorry, that's an SM ability and not something intended for all classes. We can look more into Sorc survivablity, but this isn't the right tree to bark up.
2. Body The most balanced line of the Sorcerer, Body is one of the most popular major specs.
A concern at the moment is the spec 20 root, the icon indicates that it is an AOE root, while in actuality the spell is single target. Already having a base line single target root, the spec root is considered redundant. Changing to AOE would give those that spec higher end Mind or Matter another form of AOE Crowd Control.
Bug /appeal the icon. (not that we're not aware of it, but to ensure the process is followd and its in our bug tracking database.) We can look into giving sorcs AE root earlier, but that case hasn't been made yet. Show that it's needed and show that it will actually have a positive affect rather then being a token change. And then, show what the likely "preferred" sorc templates would be with these changes.
Unless our resists are brought more in line adding a 50 base damage spell may be necessary.
Resists are being reworked.
3. Matter Rarely chosen as a main spec line, Matter suffers from the lack of diversity that Body supplies. By choosing Matter the Sorcerer sacrifices having a second form of AOE Crowd control, which for a class that is supposed to be primary CC is considered suicidal. By either adding or changing the existing dd/snare to AOE, the community has indicated that they would be more receptive to choosing this as a major spec line. Also, by choosing Matter, the Sorcerer loses the ability to aid in Keep offense as the only spell capable of damaging doors is in the Body spec.
No plans to beef up the matter line at this time, but we're open to ideas here. We'll need to do a comprehensive review of the entire line and what the benefits/trade offs would be.
New Issues:
Since 1.62 has been released Charmed Pets have shown and increase in pathing and targeting obstruction. Instead of following smoothly, the pets seem to lag forward in jerky motions; often times obstructing the third person cameras view to the point that targeting other than the pet is impossible. This is occurring with pets of all sizes and shapes.
Start a thread on the board about this and let's see if we can't get more specific info on it. Once we can do that, we can bug /appeal our results.
Pets are attacking Charmed Minstrel and Necromancer pets without warning unless continuously set to passive.
Bug /appeal this and see if we can figure out what conditions are causing this to happen.
Other Issues:
Class RA Reducing Timer from 30 to 15 minutes or reducing cost from 14 to 10 would make this Ability more attractive.
This could be said about most RAs in the game. Everyone wants them to cost less and have a shorter timer. RA view will address any legit issues here.
Spell graphics and Icons need more work, too many are identical or hard to see, Absorb Icon is a bladeturn Icon, Mez reduction group/single icon is identical to AF Icon.
Compile a list of these and I will pass the results onto the folks responsible for icon design/implementation.
Redundant Debuffs ie Aoe Dex/Quick
Explain exactly what you're talking about. (And yes, I know, but it needs to be clear if I am going to actively pursue this in lieu of the million of other needed requrests.)
Item Problems:
- Epic Armor:
Needs unique Texture standing side by side with a wizard in identically dyed robes, unable to distinguish between the classes.
Noted for the art team.
(from Omyz) noted in the poll section of our forum that we recieved a response from Jeff, looks like we may end up with something unique afterall
- Caer Sidi Tab'Fren staff:
Durability seems very poor in relation to other similar Epic drops
Noted for item team. Perhaps they'll address the name too.
-Sable Warlock's Crown: Does not display when worn not sure if this is intended or not.
If it's a crown I'd assume this is by design. Noting for the item team so they can correct me if I am wrong.
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Omyz Tucharmet
Sorcerer Team Lead
Sorcerer Team Lead
