Page 1 of 4 123 ... LastLast
Results 1 to 20 of 64

  Click here to go to the first Dev post in this thread.   Thread: [Design Blog] Increasing the Potential of Sorcerers

  1.   Click here to go to the next Dev post in this thread.   #1
    Spacetime Studios Dev VROOMIGoRealFast's Avatar
    Join Date
    Dec 2013
    Posts
    565
    Thanks Thanks Given 
    16
    Thanks Thanks Received 
    1,152
    Thanked in
    337 Posts

    Default [Design Blog] Increasing the Potential of Sorcerers

    Hey Arlorians!

    We’ve seen some good discussions lately talking about Sorcerers and their potential damage. We’ve done some comparative research on our end looking into the potential damage output of classes and we feel that Sorcerers are not shining in large group situations like we expect them to. We’ve evaluated the Sorcerer’s AoE potential and these are the solutions we plan to implement to help resolve this problem.

    1) Increase the number of targets Fireball can hit by 2
    Currently uncharged Fireball can hit up to 4 targets, while charged can hit up to 6. Comparing this to the AoE of other classes it actually left Sorcerers lacking in the AoE department. As a general update for all Sorcerers we want to increase the number of targets that Fireball can hit. Uncharged Fireball will be able to hit 6 targets, while charged fireball will be able to hit up to 8.

    2) Change the Mastery of Fireball to “Increase the number of targets Fireball can hit by 1 for every 2 points, and decrease the cooldown of fireball by .1 second for each point”
    We’ve heard from Sorcerers and agree that mana isn’t really their issue, and we feel that the Mastery for Fireball decreasing the mana cost isn’t that impactful. This is where the greatest AoE damage increase can come for Sorcerers. At max, this mastery will decrease the cooldown of fireball by 1 second, and increase the number of targets that can be hit by 5, which includes all bonus effects from upgrades.

    3) Increase the damage output of Charged Time Shift on the initial drop of the Clock
    Time Shift is a dual utility skill, providing crowd control and a good amount of damage. After our evaluation we found that while charging Time Shift provides other benefits, it doesn’t behave like other abilities in that charging increases the damage. We plan to bring up this damage so that charging Time Shift gives you a more relevant amount of AoE while still maintaining the crowd control effects.

    *Update* As a note for potential feedback, we're planning on implementing all of the above options.

    I want this because I play a Sorc myself,
    STSVroom
    Last edited by VROOMIGoRealFast; 05-03-2016 at 01:50 PM.
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

  2. The Following 21 Users Say Thank You to VROOMIGoRealFast For This Useful Post:


  3. #2
    Luminary Poster Schnitzel's Avatar
    Join Date
    Oct 2011
    Location
    ::1
    Posts
    6,065
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    1,227
    Thanked in
    769 Posts

    Default

    I like idea #1 & 3
    Im only a lvl50 fairly geared sorcerer, but seems that a decreased 0.1s cool down and +1 target every 2 points means, if we put 6 points into the fireball mastery, we get 3 more targets to roast. But with a Time Shift skill doing more damage, we may get needed more in elite runs for draining mob health while freezing enemies in place (a better CC method imo)

    Just my opinions.
    *waits for angry replies*
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    .

  4. #3
    Banned Anyona's Avatar
    Join Date
    Oct 2013
    Posts
    851
    Thanks Thanks Given 
    465
    Thanks Thanks Received 
    150
    Thanked in
    87 Posts

    Default

    Thank you for yet another great update


    Sent from my iPhone using Tapatalk

  5.   Click here to go to the next Dev post in this thread.   #4
    Spacetime Studios Dev VROOMIGoRealFast's Avatar
    Join Date
    Dec 2013
    Posts
    565
    Thanks Thanks Given 
    16
    Thanks Thanks Received 
    1,152
    Thanked in
    337 Posts

    Default

    Quote Originally Posted by Ruizhe View Post
    I like idea #1 & 3
    Im only a lvl50 fairly geared sorcerer, but seems that a decreased 0.1s cool down and +1 target every 2 points means, if we put 6 points into the fireball mastery, we get 3 more targets to roast. But with a Time Shift skill doing more damage, we may get needed more in elite runs for draining mob health while freezing enemies in place (a better CC method imo)

    Just my opinions.
    *waits for angry replies*
    I'll update in the original post, but to clarify we're planning to implement all 3 options!
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

  6. #5
    Forum Adept
    Join Date
    Feb 2014
    Posts
    352
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    9
    Thanked in
    6 Posts

    Default

    Chance clock CNT root most mobs in underhaul if the root gonna be added to all mobs in underhaul that's gonna make sorcs more useful

  7. #6
    Luminary Poster Schnitzel's Avatar
    Join Date
    Oct 2011
    Location
    ::1
    Posts
    6,065
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    1,227
    Thanked in
    769 Posts

    Default

    Quote Originally Posted by VROOMIGoRealFast:2459516
    Quote Originally Posted by Ruizhe View Post
    I like idea #1 & 3
    Im only a lvl50 fairly geared sorcerer, but seems that a decreased 0.1s cool down and +1 target every 2 points means, if we put 6 points into the fireball mastery, we get 3 more targets to roast. But with a Time Shift skill doing more damage, we may get needed more in elite runs for draining mob health while freezing enemies in place (a better CC method imo)

    Just my opinions.
    *waits for angry replies*
    I'll update in the original post, but to clarify we're planning to implement all 3 options!
    O

    #11characters
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    .

  8. #7
    Senior Member
    Join Date
    Aug 2013
    Posts
    2,276
    Thanks Thanks Given 
    650
    Thanks Thanks Received 
    582
    Thanked in
    328 Posts

    Default

    there are some concerns with sorcerer:

    1. we are lacking offensive buffs
    2. stun duration being very random, elite mobs sometimes got stunned less than 1s
    3. stun duration and gale push doesn't stack, making teamworks between mages unnecessary too hard, compare it to how arcane blades works between rogues, if we're talking in pvp, there is already post-stun stun-immunity that should be enough to avoid perma-stun
    4. heal over time doesn't stack between mages, while rogues packs, and warrior HoR do

    thanks , tbh a skill switch system will make playing with mage a lot more interesting, and can make mage as the busiest class to play , a real spellcaster, that can have high potential on how well you use all your skills/spells
    Last edited by extrapayah; 05-03-2016 at 02:01 PM.
    always milking, no service
    AL IGN: Extrapayah/Extraparah/Extrajelek
    Support Shared Pet Stable Please!

  9. The Following 3 Users Say Thank You to extrapayah For This Useful Post:


  10. #8
    Senior Member Niixed's Avatar
    Join Date
    Jun 2014
    Location
    Underground
    Posts
    567
    Thanks Thanks Given 
    233
    Thanks Thanks Received 
    322
    Thanked in
    145 Posts

    Default

    I heartily concur with the proposed changes, they sound awesome and are very encouraging. However I would actually rather see clock DoT increased rather than the initial damage, it seems it would be far more helpful especially in elites. Just a suggestion though.

    Member Arlorian Realtors Association

  11.   Click here to go to the next Dev post in this thread.   #9
    Spacetime Studios Dev VROOMIGoRealFast's Avatar
    Join Date
    Dec 2013
    Posts
    565
    Thanks Thanks Given 
    16
    Thanks Thanks Received 
    1,152
    Thanked in
    337 Posts

    Default

    Quote Originally Posted by extrapayah View Post
    4. heal over time doesn't stack between mages, while rogues packs, and warrior HoR do
    We'll investigate and evaluate this. There should be a consistency between heals from characters and their stacking unless it would specifically cause issues. You may have found a good candidate for a #4
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

  12. The Following 8 Users Say Thank You to VROOMIGoRealFast For This Useful Post:


  13. #10
    Forum Adept
    Join Date
    Feb 2014
    Posts
    352
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    9
    Thanked in
    6 Posts

    Default

    Why CNT we get our root power back like before

  14. #11
    Senior Member
    Join Date
    Aug 2013
    Posts
    2,276
    Thanks Thanks Given 
    650
    Thanks Thanks Received 
    582
    Thanked in
    328 Posts

    Default

    Quote Originally Posted by VROOMIGoRealFast View Post
    We'll investigate and evaluate this. There should be a consistency between heals from characters and their stacking unless it would specifically cause issues. You may have found a good candidate for a #4
    thanks also another old issue like mobs that are stunned by fireball/gale can't be pulled by rogue's trap

    another note, we will definitely be happy if we are given a mechanism to control our gale dash, to control when to dash, and when to not

    and yes clock not rooting most mobs in underhul really hurt us... at least if mobs can't be rooted, the 'snare'/slow from original clock should takes effect... same like ice, if mobs can't be frozen, why can't the slow/snare effect works?
    Last edited by extrapayah; 05-03-2016 at 02:15 PM.
    always milking, no service
    AL IGN: Extrapayah/Extraparah/Extrajelek
    Support Shared Pet Stable Please!

  15. #12
    Senior Member
    Join Date
    Dec 2014
    Posts
    738
    Thanks Thanks Given 
    1,030
    Thanks Thanks Received 
    199
    Thanked in
    126 Posts

    Default

    Quote Originally Posted by Thundyrz View Post
    I heartily concur with the proposed changes, they sound awesome and are very encouraging. However I would actually rather see clock DoT increased rather than the initial damage, it seems it would be far more helpful especially in elites. Just a suggestion though.
    +1 to this..........

  16. #13
    Senior Member
    Join Date
    Oct 2014
    Posts
    1,354
    Thanks Thanks Given 
    51
    Thanks Thanks Received 
    235
    Thanked in
    130 Posts

    Default

    Good first steps. As everyone knows I'm here for the fame... The glory... A la Kenny Powers!!


    Sent from my iPhone using Tapatalk


    Click my sig for some Arcane Videos!!

  17. #14
    Senior Member
    Join Date
    Aug 2013
    Posts
    2,276
    Thanks Thanks Given 
    650
    Thanks Thanks Received 
    582
    Thanked in
    328 Posts

    Default

    Quote Originally Posted by avikk View Post
    A charged time shift doesn't root mobs which happen to walk into the time shift, this wasn't like this before.
    The number of mobs(I haven't done the counting but according to soeone on the forums) affected by clock is 11. If this number could be increased it would be better than the #1 stated in OP.

    Gale with the extended knock back doesn't stun the mobs for the full amount of time.

    Charged ice is only effective after the second charged ice hits mobs, it ignores most upgrades till the second charged ice hits a group of mobs.

    Providing increase number of mobs hit from FB mastery will hardly solve anything for the average sorc, keep in mind there aren't enough skill points for mages even now, having to chose between increased AoE or the insanely useful ice mastery(it's a lifesaver at bosses) and clock mastery, leaves us lacking even more.
    clock target max 10, it's on the description,

    ice mastery helps? that's new @_@, i heard many said it's practically nonexistent chance at a mere 4%....
    always milking, no service
    AL IGN: Extrapayah/Extraparah/Extrajelek
    Support Shared Pet Stable Please!

  18. #15
    Senior Member
    Join Date
    Dec 2014
    Posts
    575
    Thanks Thanks Given 
    92
    Thanks Thanks Received 
    89
    Thanked in
    53 Posts

    Default

    That's good thing to hear today
    because while i was doing elite I actually felt unnecessary there
    however, some of the changes are good
    point 1 is very good, i always hate when i charge my fireball in big crowd of mobs
    and some of them can't be stunned
    point 2 is almost good, but its only when its full
    because with point 1 buff and mastery we can Hit 13 Mobs!
    also 1 sec reduce is kinda useful
    point 3 I kinda didn't get it
    does that mean the damage of ticks will increase
    or when the clock dropping damage? ( i ment by dropping coming from the sky .. summon it )
    and if so is it that big?
    I kinda wish that clock can root all enemies
    Thanks again for the buff..
    hope that give us a chance to by in party of elite..
    Last edited by Saud; 05-03-2016 at 03:10 PM.

  19. #16
    Member
    Join Date
    Mar 2016
    Posts
    247
    Thanks Thanks Given 
    43
    Thanks Thanks Received 
    58
    Thanked in
    26 Posts

    Default

    Really thnx for this thread, there is some issues like last guys posted, ice skill dont freeze, clock doesnt been rooting mobs (new maps, or elite)

  20. #17
    Member Iiiiiiil's Avatar
    Join Date
    Apr 2013
    Posts
    82
    Thanks Thanks Given 
    4
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    i wish warriors skyward smash increase its maximum number of target not only radius when i level its masteries

    and chest splitter please change its masteries please

  21. #18
    Senior Member Gouiwaa9000's Avatar
    Join Date
    Jan 2016
    Location
    Somewhere in time
    Posts
    806
    Thanks Thanks Given 
    128
    Thanks Thanks Received 
    260
    Thanked in
    157 Posts

    Default

    Maybe a good idea is to give curse some use outside of PvP clashes? ( even there is going exticnt now ) it's been months since I saw a mage use curse in pve and PvP. It's a very cool side kick ,but it's simply not worth it to sacrifice a attack skill for it. I think this should be our de-buff skill . I suggest that curse will simply grant the sorcerer a 65%( 75% if charged ) damage reflection for its duration . + maybe a 1% armor bebuff per 2 points for its mastery , and In order to balance the skill, reducing the range of it by 1-2 meters?


    Ign : Derp - endgame main / Gouiwaa : will be a twink once twinking is back / Derpynuts : lvl1 , my troll account

  22. #19
    Senior Member Ticklish's Avatar
    Join Date
    Jul 2014
    Location
    Somewhere in my kitchen...
    Posts
    905
    Thanks Thanks Given 
    164
    Thanks Thanks Received 
    364
    Thanked in
    148 Posts

    Default

    I believe what we really expect is for mages to be able to do better crowd control. Allow their skills to stun/root/freeze/slow for all types of mobs, even if you need to decrease the duration for elites. If root is too op for elites, at least have it slow the mobs?

  23. The Following 4 Users Say Thank You to Ticklish For This Useful Post:


  24. #20
    Senior Member
    Join Date
    Nov 2014
    Location
    The Ministry
    Posts
    2,052
    Thanks Thanks Given 
    561
    Thanks Thanks Received 
    702
    Thanked in
    385 Posts

    Default

    Great ideas, and they should be implemented. However, this will force sorcerers to use the above skills.

    There should also be a small buff to crit as well imo.
    Ign - Coolguymage

Similar Threads

  1. Replies: 51
    Last Post: 05-04-2016, 01:05 AM
  2. [Design Blog] About the Antignome Set
    By VROOMIGoRealFast in forum AL General Discussion
    Replies: 57
    Last Post: 04-26-2016, 04:21 AM
  3. Weapons Not Increasing?
    By ¥Death Becomes You¥ in forum DL Technical Issues and Bugs
    Replies: 4
    Last Post: 12-15-2013, 12:13 AM
  4. Pots increasing when used
    By Dax in forum PL Technical Issues and Bugs
    Replies: 8
    Last Post: 09-30-2010, 12:41 PM
  5. Change thoth helm design to fabz design
    By Violentsaint in forum PL General Discussion
    Replies: 32
    Last Post: 09-03-2010, 11:15 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •