Quick Assessment of Recent Releases on 07/14/2015 09:13 PM CDT
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So first off- THANK YOU GMs. Seriously- this has been Christmas in July for sorcery. You've got us all giddy. Just gonna throw my two cents in on the changes we've had so far- the positive and constructive.

Positive:
702- It's been very educational seeing how much hidden damage we've been doing all this time. A lot of us were surprised actually- so that's hugely positive. The fact that the spell can now "disrupt" a target's spells is a REALLY fantastic bonus. I can't believe our 2 mana spell got even better. It's also nice to have another reason to max out mana controls.

703: WTF MULTICAST. Do I even need to point out the positive here? AMAZING

705: Sorcerers have wanted a more mana efficient bolt for years- I love the way you added a new dimension to an existing spell. Also the disintigration proc is really creative and very flavorful

Generic Sacrifice: Words cannot express how fantastic it is to have cut the base wait time in half, and I love that Necromancy impacts this ability. It always felt like it should.

Sac Channel: This was an incredibly creative way to deal with a long standing set of issues. Conceptually, of all the changes I am most impressed by this one.

Sac Infest: What a fascinating approach here. I particularly love that you're giving folks some real benefits to high level Necromancy training.

_________

Constructive:

702: I got nothing. This was just great overall.

703: I got nothing here either.

705: Unfortunately, after having played around with this a bit I'm at a loss for how I would use the 705 bolt. It does substantially less damage than the CS version. The special ability also has such a low proc rate that it may as well not exist. I wonder if it might be able to work more like the post 119/419 film. You cast the bolt or CS version, and it temporarily gives a bolt DS reduction making the next cast that much more effective. Otherwise I'm not entirely sure how to fix this as obviously there are pre-existing bolt spells that have sort of set the standard for the DF of a 5th level bolt. It's also possible that the real use here is going to be for lower level sorcerers who are struggling to ward reliably, NOT high level sorcerers.

Sac Duration- nada- amazing.

Sac Channel- Okay, we're SO close on this one. I almost feel bad complaining, but 20 minutes just seems a tad too short for the duration. I've had so many close calls, and I find that it takes a lot of my mental energy constantly watching that timer. And if I get AG experience, I have to go back out into the field in the middle of resting just to keep my animate. I'm willing to do it now, but once the novelty has worn off I do find myself wondering if I'll still be willing to bother with this much upkeep. Perhaps we could bump the duration up to 30 minutes? Or maybe add to the duration based on Necromancy training? Also currently if you use this ability to heal your animate, and the duration is over 20 minutes, it'll bump it back down to 20. Not sure if that's intended or not, but it's a bit of a bummer. Hardly a deal breaker though.

Sac Infest- There's really no visual cue as to when this is kicking in or when it has ended. Because human brains are stupid, it has the effect of making one feel as though this didn't really do anything. Also on paper this is very cool, but in practice it's "Meh". Sorcerers don't tend to even worry about the AS or DS of what they're hunting- not at high levels. Nor, frankly, TD. I haven't really heard anyone using this with any regularity, and I don't think they will. It doesn't quite feel on par with a 100 rank ability. I've suggested this before, but what about the infestation also giving a moderate boost to animate stats? THAT seems quite worthy of a 100 rank ability.

REALLY great work folks. It's a very exciting time to be a sorcerer right now!
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Re: Quick Assessment of Recent Releases on 07/14/2015 11:21 PM CDT
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>705: Unfortunately, after having played around with this a bit I'm at a loss for how I would use the 705 bolt. It does substantially less damage than the CS version. The special ability also has such a low proc rate that it may as well not exist. I wonder if it might be able to work more like the post 119/419 film. You cast the bolt or CS version, and it temporarily gives a bolt DS reduction making the next cast that much more effective. Otherwise I'm not entirely sure how to fix this as obviously there are pre-existing bolt spells that have sort of set the standard for the DF of a 5th level bolt. It's also possible that the real use here is going to be for lower level sorcerers who are struggling to ward reliably, NOT high level sorcerers.

I think the last line really hits the nail on the head. A higher level sorcerer can use more powerful bolt spells that cost more mana. We could poll the wizards, but I don't have a strong feeling that 904 is getting a lot of use at cap necessarily, except if there are creatures immune to fire/lightning etc (like in the Bowels). Again, for sorcerers that want to bolt hunt in the Bowels (as I had done on a time, though now I use Pain more...or sometimes Implosion because jarls are nasty to leave around), it literally doubles the number of native bolt spells for sorcerers that are always safe. Considering the sacrifice abilities are mainly mid to higher level abilities, it's nice to spread some lower level necromancy love around, too. I still see myself getting a lot of use out of this warcamping, since mana is always an issue in warcamps if I hunt with my warrior friend (we hunt way past fried, and the creatures always keep coming in). Sacrifice looks promising here, too.

>Sac Channel- Okay, we're SO close on this one. I almost feel bad complaining, but 20 minutes just seems a tad too short for the duration.

Seems to me it should, like the sacrifice ability itself, couple to the level (power) of the creature sacrificed. Why does a rolton yield the same duration extension as some creature near cap? Just an idea.



Check out who's dying any time! https://twitter.com/GSIVDeathLog

>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
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Re: Quick Assessment of Recent Releases on 07/15/2015 01:23 AM CDT
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SVEN2010
Unfortunately, after having played around with this a bit I'm at a loss for how I would use the 705 bolt. It does substantially less damage than the CS version. The special ability also has such a low proc rate that it may as well not exist. I wonder if it might be able to work more like the post 119/419 film. You cast the bolt or CS version, and it temporarily gives a bolt DS reduction making the next cast that much more effective. Otherwise I'm not entirely sure how to fix this as obviously there are pre-existing bolt spells that have sort of set the standard for the DF of a 5th level bolt. It's also possible that the real use here is going to be for lower level sorcerers who are struggling to ward reliably, NOT high level sorcerers.


The two versions of Disintegrate are not intended to compete with each other. Disintegrating bolt is just an alternate method combat that sorcerers can now better utilize. They previous had Balefire, but at 13 mana per cast, it wasn't viable except for the very high level. So this opens up more doors for lower level sorcerers. However, even if you mainly use warding spells, there are a number of creatures that have high TD, in which, being able to fall back on bolting is an option.

SVEN2010
Sac Channel- Okay, we're SO close on this one. I almost feel bad complaining, but 20 minutes just seems a tad too short for the duration. I've had so many close calls, and I find that it takes a lot of my mental energy constantly watching that timer. And if I get AG experience, I have to go back out into the field in the middle of resting just to keep my animate. I'm willing to do it now, but once the novelty has worn off I do find myself wondering if I'll still be willing to bother with this much upkeep. Perhaps we could bump the duration up to 30 minutes? Or maybe add to the duration based on Necromancy training? Also currently if you use this ability to heal your animate, and the duration is over 20 minutes, it'll bump it back down to 20. Not sure if that's intended or not, but it's a bit of a bummer. Hardly a deal breaker though.


There's more to this, but you'll have to wait and see.

SVEN2010
Sac Infest- There's really no visual cue as to when this is kicking in or when it has ended. Because human brains are stupid, it has the effect of making one feel as though this didn't really do anything. Also on paper this is very cool, but in practice it's "Meh". Sorcerers don't tend to even worry about the AS or DS of what they're hunting- not at high levels. Nor, frankly, TD. I haven't really heard anyone using this with any regularity, and I don't think they will. It doesn't quite feel on par with a 100 rank ability. I've suggested this before, but what about the infestation also giving a moderate boost to animate stats? THAT seems quite worthy of a 100 rank ability.


Yeah, SACRIFICE INFEST probably does need some usability updates.

GameMaster Estild
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Re: Quick Assessment of Recent Releases on 07/15/2015 01:30 AM CDT
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Thanks for the replies Estild.

And I really can't emphasize enough how great this has all been.
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Re: Quick Assessment of Recent Releases on 07/15/2015 01:37 AM CDT
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Shangg and Rekarth corrected me that Nightmare and Balefire were released in 2011 then Ensorcell at 735, but surely a lot of thought has gone into improvements for the 700 circle with what seems like more to come.
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