If damage shields can be crit, and no other changes are made, then damage shields become completely useless, as they'd get blown away in one hit with all the leftover damage hitting the mage unmitigated. My suggestion is to yes allow damage shields to be crit, but remove overflow damage. For example if the shield has 6000 points, and it gets hit with a 7000 point attack, the damage shield would be removed, but the overflow damage would disappear and not hit.
That way shields can be removed real quick, but at least they would still be useful. They would basically fully protect from all the damage of one single attack such as Crystal Fragments or Wrecking Blow crit.
So if I have a 10 point damage shield and someone crits me for 10k he is in essence only doing 10 damage? No thank you. They need to just fix overflow damage being unmitigated, if it even is an issue. I haven't seen proof of this concept yet.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
So if I have a 10 point damage shield and someone crits me for 10k he is in essence only doing 10 damage? No thank you. They need to just fix overflow damage being unmitigated, if it even is an issue. I haven't seen proof of this concept yet.
full nirn heavy armor wearer on life
but i do agree his solution is horrible as it turns the overflowbug just into the opposite direction.
regarding shield:
do not make them crittable, fix healing wards 300% increasement in pvp to only efect the healing (no effect on ward ally at all) in pvp only - fix all other shield related bugs and especially fix those bugs enabling sorcs (and to some degree all other classes - multiple mundi thx to twice born star, overload+boundarmor+magic light+necropotence as some hints ) to inflate their stats
if this is done and shields are still an issue tweek them further but DO NOT tweekthem without bug fixing beforehand.
So if I have a 10 point damage shield and someone crits me for 10k he is in essence only doing 10 damage? No thank you. They need to just fix overflow damage being unmitigated, if it even is an issue. I haven't seen proof of this concept yet.
full nirn heavy armor wearer on life
but i do agree his solution is horrible as it turns the overflowbug just into the opposite direction.
regarding shield:
do not make them crittable, fix healing wards 300% increasement in pvp to only efect the healing (no effect on ward ally at all) in pvp only - fix all other shield related bugs and especially fix those bugs enabling sorcs (and to some degree all other classes - multiple mundi thx to twice born star, overload+boundarmor+magic light+necropotence as some hints ) to inflate their stats
if this is done and shields are still an issue tweek them further but DO NOT tweekthem without bug fixing beforehand.
What's the problem with Necropotence ? It works as intended and already got nerfed.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
So if I have a 10 point damage shield and someone crits me for 10k he is in essence only doing 10 damage? No thank you. They need to just fix overflow damage being unmitigated, if it even is an issue. I haven't seen proof of this concept yet.
full nirn heavy armor wearer on life
but i do agree his solution is horrible as it turns the overflowbug just into the opposite direction.
regarding shield:
do not make them crittable, fix healing wards 300% increasement in pvp to only efect the healing (no effect on ward ally at all) in pvp only - fix all other shield related bugs and especially fix those bugs enabling sorcs (and to some degree all other classes - multiple mundi thx to twice born star, overload+boundarmor+magic light+necropotence as some hints ) to inflate their stats
if this is done and shields are still an issue tweek them further but DO NOT tweekthem without bug fixing beforehand.
What's the problem with Necropotence ? It works as intended and already got nerfed.
you can have its effect without wearing it like twice born star.
If damage shields can be crit, and no other changes are made, then damage shields become completely useless
Baragorath wrote: »If damage shields can be crit, and no other changes are made, then damage shields become completely useless
They will still give protection and not allow sorc to be tank and self healer but truly dps glass cannon which is not killing machine in 1vsX by macro spamming their shields.
Just another post of Sorcs to not show how community is satisfied with recently changes incoming to crazy shield situation.
Let shields be crit and we will see if balance is achieved.
Sorc is not blocking, not rolling so what nerf he get???? You all sorcs will scream that you can not blink and have to buy mounts and feed them??? You dont need shields you have blinking and we DKs have nothing like it and our self heal as GDB gives now 16% of missing health.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Fixing the overflow bug is the easiest bug in the world to fix.
Want to make shields critable? Also give them the armor and spell resistance of the wearer....then there is no more "overflow" possible.
So if I have a 10 point damage shield and someone crits me for 10k he is in essence only doing 10 damage? No thank you. They need to just fix overflow damage being unmitigated, if it even is an issue. I haven't seen proof of this concept yet.
full nirn heavy armor wearer on life
but i do agree his solution is horrible as it turns the overflowbug just into the opposite direction.
regarding shield:
do not make them crittable, fix healing wards 300% increasement in pvp to only efect the healing (no effect on ward ally at all) in pvp only - fix all other shield related bugs and especially fix those bugs enabling sorcs (and to some degree all other classes - multiple mundi thx to twice born star, overload+boundarmor+magic light+necropotence as some hints ) to inflate their stats
if this is done and shields are still an issue tweek them further but DO NOT tweekthem without bug fixing beforehand.
ZOS_RichLambert wrote: »Could have sworn I already responded to this but I can't find my post!
We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly.
We're going to test this change before making any other changes to shields.
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
If damage shields can be crit, and no other changes are made, then damage shields become completely useless, as they'd get blown away in one hit with all the leftover damage hitting the mage unmitigated. My suggestion is to yes allow damage shields to be crit, but remove overflow damage. For example if the shield has 6000 points, and it gets hit with a 7000 point attack, the damage shield would be removed, but the overflow damage would disappear and not hit.
That way shields can be removed real quick, but at least they would still be useful. They would basically fully protect from all the damage of one single attack such as Crystal Fragments or Wrecking Blow crit.
ZOS_RichLambert wrote: »Could have sworn I already responded to this but I can't find my post!
We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly.
We're going to test this change before making any other changes to shields.
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
ZOS_RichLambert wrote: »Could have sworn I already responded to this but I can't find my post!
We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly.
We're going to test this change before making any other changes to shields.
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
Have you considered leaving the shields slightly stronger, but allowing them to be crit?
The problem uncrittable shields create is that they make the whole crit stat (already less beneficial than stamina or weapon dmg) useless against certain opponents.
This leads to less build diversity and more "stack weapon dmg/stamina".
For instance, daggers are just downright bad in PvP compared to swords or maces (partly) due to this.
ZOS_RichLambert wrote: »Could have sworn I already responded to this but I can't find my post!
We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly.
We're going to test this change before making any other changes to shields.
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
Have you considered leaving the shields slightly stronger, but allowing them to be crit?
The problem uncrittable shields create is that they make the whole crit stat (already less beneficial than stamina or weapon dmg) useless against certain opponents.
This leads to less build diversity and more "stack weapon dmg/stamina".
For instance, daggers are just downright bad in PvP compared to swords or maces (partly) due to this.
Personally I like the paper, scissors, rock concept that uncrittable shields introduces.
If all damage done to everyone behaves in the same way no matter what you're attacking then the game becomes a straight math calculation for what is best. Uncrittable shields means throws a monkey wrench into that kind of calculation.
And if weapon damage/stamina was the only viable build option right now everyone would be running swords instead of maces (which shows that penetration is valued over top end damage even though it is worthless on shields).
ZOS_RichLambert wrote: »Could have sworn I already responded to this but I can't find my post!
We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly.
We're going to test this change before making any other changes to shields.
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
Have you considered leaving the shields slightly stronger, but allowing them to be crit?
ZOS_RichLambert wrote: »Could have sworn I already responded to this but I can't find my post!
We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly.
We're going to test this change before making any other changes to shields.
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
ZOS_RichLambert wrote: »Could have sworn I already responded to this but I can't find my post!
We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly.
We're going to test this change before making any other changes to shields.
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
Have you considered leaving the shields slightly stronger, but allowing them to be crit?
The problem uncrittable shields create is that they make the whole crit stat (already less beneficial than stamina or weapon dmg) useless against certain opponents.
This leads to less build diversity and more "stack weapon dmg/stamina".
For instance, daggers are just downright bad in PvP compared to swords or maces (partly) due to this.
Personally I like the paper, scissors, rock concept that uncrittable shields introduces.
If all damage done to everyone behaves in the same way no matter what you're attacking then the game becomes a straight math calculation for what is best. Uncrittable shields means throws a monkey wrench into that kind of calculation.
And if weapon damage/stamina was the only viable build option right now everyone would be running swords instead of maces (which shows that penetration is valued over top end damage even though it is worthless on shields).
Well, convince me why I'd want to have any crit bonuses on my gear then, when 50%~ of players are immune to it most of the time.
It already is a math calculation, which says "dont use daggers, dont get crit bonuses".
The only reason maces are used currently is because they provide so much value (against the other 50% of players, and sorcs that dont have shield up which is a rarity) due to this bug.
After they're fixed, swords will be hands down the best choice for PvP.
Crazy idea.
Why not just make shields function completely like health?
- Allow bleeds, crits, knockbacks, force siphon procs etc.
- Allow armor and spell mitigation to work on shields.
- Then adjust shield values as needed to find balance.
ZOS_RichLambert wrote: »Could have sworn I already responded to this but I can't find my post!
We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly.
We're going to test this change before making any other changes to shields.
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
Have you considered leaving the shields slightly stronger, but allowing them to be crit?
The problem uncrittable shields create is that they make the whole crit stat (already less beneficial than stamina or weapon dmg) useless against certain opponents.
This leads to less build diversity and more "stack weapon dmg/stamina".
For instance, daggers are just downright bad in PvP compared to swords or maces (partly) due to this.
Personally I like the paper, scissors, rock concept that uncrittable shields introduces.
If all damage done to everyone behaves in the same way no matter what you're attacking then the game becomes a straight math calculation for what is best. Uncrittable shields means throws a monkey wrench into that kind of calculation.
And if weapon damage/stamina was the only viable build option right now everyone would be running swords instead of maces (which shows that penetration is valued over top end damage even though it is worthless on shields).
Well, convince me why I'd want to have any crit bonuses on my gear then, when 50%~ of players are immune to it most of the time.
It already is a math calculation, which says "dont use daggers, dont get crit bonuses".
The only reason maces are used currently is because they provide so much value (against the other 50% of players, and sorcs that dont have shield up which is a rarity) due to this bug.
After they're fixed, swords will be hands down the best choice for PvP.