Sallington wrote: »Why are you grouping damage shields with heals?
firstdecan wrote: »I could probably write a lot about this, I'll try to keep myself from inventing a novel.
I think there's enough heals in the game, and that's a pretty basic task. Someone's health goes down, heal them and bring it back up. More could be said about buffing resistances and negating effects in a timely manner, but basic healing is basic healing.
What I would really like to see is more diversity in damage shields. The game already has several different types of damage sources, but I do not think they are thought out enough. I would like to see more of a rock \ paper \ scissors type of interplay when it comes to damage. Right now we have
- Melee Damage
- Ranged Damage
- Poison Damage
- Disease Damage
- Fire Damage
- Ice Damage
- Lightning Damage
You do damage with one or two types of those, and can buff resistances to one or two types of those. You can also buff generic physical \ magic damage resistances. I think it would be better if these were arranged in some type of wheel of interdependency, so that you have to be selective about the shields that you use. For example, a Ranged damage shield would work well against ranged damage, but only be partially effective against Melee and Lightning and then ineffective against others. It may be beneficial to have more partial effects, like a Ranged shield completely blocks ranged damage, is partial against Melee, Poison, Lighting, and Fire, but ineffective against Ice and Disease (these are just random examples).
This is just a general thought, it's not completely fleshed out \ balanced as is, but I think having more damage shields, but only having them effective against certain types of damage would make the game more interesting. There would be other rebalancing aspects that would have to come into play, such as increasing the damage type diversity available to players, as well as factoring in CC effects \ resistances. Overall though, it becomes interesting because you wouldn't know what type of damage a character will throw at you, or what types of resistances they have up (until it's telegraphed).
timidobserver wrote: »If you think heals are OP learn to heal debuff stack.
The buff consolidation should take care of damage shield stacking, right?
firstdecan wrote: »I could probably write a lot about this, I'll try to keep myself from inventing a novel.
I think there's enough heals in the game, and that's a pretty basic task. Someone's health goes down, heal them and bring it back up. More could be said about buffing resistances and negating effects in a timely manner, but basic healing is basic healing.
What I would really like to see is more diversity in damage shields. The game already has several different types of damage sources, but I do not think they are thought out enough. I would like to see more of a rock \ paper \ scissors type of interplay when it comes to damage. Right now we have
- Melee Damage
- Ranged Damage
- Poison Damage
- Disease Damage
- Fire Damage
- Ice Damage
- Lightning Damage
You do damage with one or two types of those, and can buff resistances to one or two types of those. You can also buff generic physical \ magic damage resistances. I think it would be better if these were arranged in some type of wheel of interdependency, so that you have to be selective about the shields that you use. For example, a Ranged damage shield would work well against ranged damage, but only be partially effective against Melee and Lightning and then ineffective against others. It may be beneficial to have more partial effects, like a Ranged shield completely blocks ranged damage, is partial against Melee, Poison, Lighting, and Fire, but ineffective against Ice and Disease (these are just random examples).
This is just a general thought, it's not completely fleshed out \ balanced as is, but I think having more damage shields, but only having them effective against certain types of damage would make the game more interesting. There would be other rebalancing aspects that would have to come into play, such as increasing the damage type diversity available to players, as well as factoring in CC effects \ resistances. Overall though, it becomes interesting because you wouldn't know what type of damage a character will throw at you, or what types of resistances they have up (until it's telegraphed).
Interesting proposition.
How would you make these very specific dmg shields appealing over the already existing ones that provide protection against everything?
I would love to see something like a "Fire Shield" that protects you from fire based damage for X amount & burns nearby enemies while active
Maybe if they made spell dmg & healing separate, and made these really "specific" shields still scale off spell damage, while the more diverse shields scaled off spell healing?
This would make it so that pure DPS "mage" type characters could have some shields that fit the archetype but have drawbacks, while the people who wanted to be tanky against everything would have to sacrifice some of their dmg in order to do that.
Just my thoughts
Q: How are damage shields being affected by these changes? Are the values of damage shields being scaled by a larger factor than health so they are more impactful? Currently the effectiveness of damage shields is really limited because you only get a small fraction of the size of the shield in actual damage mitigation.
A: You can have as many Damage Shields as you want basically. Health has been increased by a large amount, but we’ve seen that damage shields are extremely useful. For example, as a Templar tank, being able to cast a sun shield before the boss hits you increases your max theoretical health, even if it’s not by the exact value of the damage shield it doesn’t get all the defensive bonuses other things do. Since you can cast shields over and over again, they have proven to be very impactful in our trial and dungeon testing.
Stalwart385 wrote: »I have a hard time voting against shields and heals. I prefer longer drawn out battles. If you get into longer battles its rare to see people recasting all those shields. Maybe one or two in a rotation. It's only an issue in burst situations. I don't see how you would ride around in cyrodil without some kind of heal, shield or escapability. You're going to get jumped eventually and sometimes you travel a long ways to get there.
Stalwart385 wrote: »I have a hard time voting against shields and heals. I prefer longer drawn out battles. If you get into longer battles its rare to see people recasting all those shields. Maybe one or two in a rotation. It's only an issue in burst situations. I don't see how you would ride around in cyrodil without some kind of heal, shield or escapability. You're going to get jumped eventually and sometimes you travel a long ways to get there.
Other MMOs have done it perfectly fine, without giving everyone a dmg shield/heal (just saying)
Other forms of defense: stealth, blocking, skills that reduce dmg taken etc
Stalwart385 wrote: »I have a hard time voting against shields and heals. I prefer longer drawn out battles. If you get into longer battles its rare to see people recasting all those shields. Maybe one or two in a rotation. It's only an issue in burst situations. I don't see how you would ride around in cyrodil without some kind of heal, shield or escapability. You're going to get jumped eventually and sometimes you travel a long ways to get there.
Other MMOs have done it perfectly fine, without giving everyone a dmg shield/heal (just saying)
Other forms of defense: stealth, blocking, skills that reduce dmg taken etc
What other MMOs would that be?
I think its fine as it is apart from the broken harness magica against magica users.