I understand what they were thinking because the first thing alot of people say when they hear subclassing is ‘I am going to build a character with as many pets as possible haha’. This just was a painful way to address that concern.
That would only apply to the daedric prey changes. Not the general sumamry to daedric summining skill line, or the backtracking on the distinction in skill/passive functionality based on whether permanent pet is present or not.
The best part is that if they do this and rework the skill lines to conform to the "DPS, healing, tank/utility" division on newer classes, which line becomes which? Someone proposed this for Templar and I hate it, since I use a lot of Aedric Spear and Dawn's Wrath abilities. It's only going to be more controversial on Sorceror, where some people didn't want to run pets in the first place.
Edit to add: what probably needs to happen is that some classes (or rather, some groups of themed class skill lines, since "class" is being abandoned) need a fourth or fifth dedicated "healer" and/or "tank" line that people playing those classes currently could use, so DK would have the missing "healer" line, Templar a "tank" line, etc. Unfortunately the odds of this happening this patch are probably nil.
Turtle_Bot wrote: »The best part is that if they do this and rework the skill lines to conform to the "DPS, healing, tank/utility" division on newer classes, which line becomes which? Someone proposed this for Templar and I hate it, since I use a lot of Aedric Spear and Dawn's Wrath abilities. It's only going to be more controversial on Sorceror, where some people didn't want to run pets in the first place.
Edit to add: what probably needs to happen is that some classes (or rather, some groups of themed class skill lines, since "class" is being abandoned) need a fourth or fifth dedicated "healer" and/or "tank" line that people playing those classes currently could use, so DK would have the missing "healer" line, Templar a "tank" line, etc. Unfortunately the odds of this happening this patch are probably nil.
Even if ZOS simply adjusted the lines to better reflect pet vs non-pet builds, that would go a long way to solving these issues.
As it stands now, Curse, Bound Armor and Ward are key core skills for all sorcs (both pet and non-pet), but the current iteration on the PTS is simply saying that pet sorcs get to keep all 3 of those key class skills and can easily swap out the other 2 lines that were barely used for other class lines of their choosing, while non-pet sorcs get all of those key skills completely deleted from their builds, even if they keep the line but don't use pets, and are left trying to fit 3 lines worth of skills into 2 lines that will then hard carry the remaining sorc line that is forced to remain.
Some simple changes/switches that would be less controversial (imo) could be:
- Move Curse + Ward into the dark magic skill line replacing Mines + Rune Prison respectively.
- Move the +5% max stats of the Expert Summoner into the Exploiter passive, bringing it up to par with NB's Hemorrhage passive.
- Rework 1 morph of Negate into a proper PvE DPS ultimate on par with atro. Remove the Silence from this new morph and give it a new group buff, leave the other morph with the silence as the PvP morph (like how DK standard is split into shifting for PvP and Might for PvE).
- Expert Summoner passive now has the increase the pet damage by X% that Daedric Prey used to have instead of max stats (maybe even allow a smaller % value to buff non-sorc pets too) and now actually fits thematically with it's name of "expert summoner".
- Rune Prison can be a pre-buff skill/CC for pets with defensive rune morph also applying to the pets when cast (can remove the stun from scamp so it doesn't mess with tanks CC attempts in group content since this now provides pet sorcs with CC).
- Mines (refuge morph) will be the shield skill for pet sorc, have it always shield the pets on cast. Tomb can be the AoE delayed burst to replace the loss of Curse.
- Prey can now become a new stamina morph of Curse for stamsorcs who lost access to Bound Armaments.
These changes leave Pet builds with access to:The only thing Pet sorcs lose with these changes is some of the passives from the other 2 lines (which is on par with what other classes give up engaging with subclassing).
- The pets
- The bonus damage that prey had (that can be applied to non-sorc pets)
- A shield skill (that also supports the group) to replace Conjured Ward that can be morph into a delayed cleave burst if the shield is not wanted (giving the build some cleave)
- The stats from bound armor/aegis and ST delayed burst of armaments morph
- A targeted ability in Rune prison that can be reworked to synergize with the pets
These changes leave non-pet sorcs with access to:The main thing non-pet sorcs lost was the named buffs, minor resolve and minor protection from bound aegis, which can be sourced very easily from other skills and a few of the Daedric Summoning passives (which is on par with what other classes give up engaging with sub-classing).
- Curse (the delayed burst) with a potential stam morph to replace armaments
- Ward (the class self heal) now potentially balanced since it won't have both aegis and expert summoner max stats both simultaneously buffing it to current crazy levels. The removal of the heal makes sense now too since the blood magic passive will now grant a small heal on ward cast (based off health only, so no max mag shenanigans to buff both shield and heal).
- Expert Summoner max stats (more balanced since it won't be stacked with bound armor max stats unless keeping both lines and has them more comparable to other class passives that buff max stats)
- An alternative ultimate option for PvE comparable to Atro from the negate rework.
These few changes/shifts of abilities and a couple of reworked abilities allow both pet sorcs and non-pet sorcs to do what ZOS wants them to and simply "swap those lines out" if they don't want to interact with those other aspects of the sorcerer class while not trying to find 3 lines worth of abilities to fit into 2 lines worth of space.
Yes these changes won't be 100% perfect for absolutely everyone, but they will (imo) be enough for the majority of sorc players to be mostly happy and retain the vast majority of what they enjoyed from their Sorcerer. Some small numbers tweaks will likely be needed for balance, but at least both playstyles will remain viable and reasonably competitive compared to what the other classes will have access to via sub-classing.