My argument is a follows, feel free to disagree with any of the following...
@Snit Which point did you disagree with?
I am honestly confused by this response, so, going to try a different approach
This is a hypothetical build.
Let's say player in question is proficient in all forms of animation canceling.
Do you believe a player with those stats finds it easy to get through 8k shields?
Our 1800 wp 18,000 stam case ends up at 36,828
The fact that you can determine from those two stats alone that a solo player poses no threat to you..
So, back to Socratic here:
If you agree that mediocre weapon damage and high crit make for a terrible build, that can't easily make it through your shield...
Then how can you argue that damage shields don't make crit builds less attractive/viable?
cschwingeb14_ESO wrote: »You're also ignoring +physical damage and crit damage and light/heavy attack Champ bonuses
Let us note that all the other active defence options apart from shields somehow gimp your ability to also provide steady dps, either by need to use instant cast abilities for blocking or not being able to do anything in the case of dodge rolling.
Also comparatively speaking the amount of magika resource used for damage negated with a shield is much lower than that of a stamina based comparable active skill like blocking or rolling.
Feel free to provide information contrary to this if you can find it.
WTF - the only shield that is not denying an attack while aplying it is the templer shield wich is nolonger beeing complained at. all other shields prohibit as much attacks to be done by the caster as roll dodging prohibits attacks done by the roler.
casting a shield cost exactly as much as rolling once with the same amount of attention used for the reduction of it, and in both cases it increases the amount of possible attacks the same way. while shields are gone after 1-2 attacks while rolling can prevent from 1- infinite numbers of attacks.
so WTF are you smoking?
Let us note that all the other active defence options apart from shields somehow gimp your ability to also provide steady dps, either by need to use instant cast abilities for blocking or not being able to do anything in the case of dodge rolling.
Also comparatively speaking the amount of magika resource used for damage negated with a shield is much lower than that of a stamina based comparable active skill like blocking or rolling.
Feel free to provide information contrary to this if you can find it.
WTF - the only shield that is not denying an attack while aplying it is the templer shield wich is nolonger beeing complained at. all other shields prohibit as much attacks to be done by the caster as roll dodging prohibits attacks done by the roler.
casting a shield cost exactly as much as rolling once with the same amount of attention used for the reduction of it, and in both cases it increases the amount of possible attacks the same way. while shields are gone after 1-2 attacks while rolling can prevent from 1- infinite numbers of attacks.
so WTF are you smoking?
With shielding your DPS is reduced by the total cast time of the shield itself, this is superior in the smaller scale pvp environment where the number of hostile combatants numbers around 1-3. Shields can be pre-cast before you take any damage, not like the damage mitigation of a dodge roll. Overall there is less DPS downtime than the other damage mitigating effects. Your resource management for magika when factoring in cost reduction and set bonuses is much more stable (ignore bolt escape and keep it out of this discussion).
Rolling is more effective than shields for countering say a damage spike from a zerg. Rolling to avoid dying to that magnitude of incoming damage only delays the inevitable, you are going to die because you are not going to evade them.
You are so biased in your choice of combat situation it is laughable.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
eventide03b14a_ESO wrote: »Why has this thread not died yet?
This is a hypothetical build.
Let's say player in question is proficient in all forms of animation canceling.
Do you believe a player with those stats finds it easy to get through 8k shields?
Yea, it's a neat dk ability. I find it odd how it applies to the last tick of a channeled heavy lightning or resto, where as other similar bonuses (undaunted infiltrator/sorc 11% bonus) apply to each tic.
Anyway, yea! That 43% extra damage on your heavy attack, even more if your target was low health to begin with, auto critting with extra damage from stealth... I'm sure that puts up a nice number.
However, I'm still not seeing how this adds up for you at approximaty 18k stam and 1.8k wd.
Or, do you agree that stacking stat + wd are necessary for these numbers/generally effective pvp?
I suppose I fail at expressing the point I am trying to argue (or we're all way too accustomed to reductive arguments), either way the failure is mine.
I understand, but do not like the current gearing meta, that is all.
Resume the dead horse beating!
Off course you can do this against noobs. Good sors dont block and use damage shields, when you use CC he breaks and he has 8 seconds immunity. During this immunity the stamina is regenerated 4*800. The good sors never stay in mele range and you cannot dps effectively. The good sors is always mobile. If you root the sors he will bolt escape with the roots. If you charge the sors he will bollt escape 2-3 times in a row. You will drain your stamina and he will kill you. The good sors casts halalling ward on low health and bolt escapes. He comes back with full health and full shields.Septimus_Magna wrote: »nothing2591 wrote: »sorcs and their shields are broken no point in playing stamina nightblade when sorcs can just shield for 100% of their hp with one press at a button while i have 0 healing.
Lol, you might want to think about draining your opponents stamina so he cant block/break free when feared/get up when he's knocked down and isnt able to recast his shield. Hardened ward only shields for about 10k without any mitigation so it shouldnt take you more than 2 hits to break the shield.
But I have no faith that the innumerate will see it that way
I do bite my thumb sir, but not at thee.
The innumerate comment was regarding perceiving the original suggestion as a nerf to damage shields. As several people mentioned, it would be a significant buff to many damage shield users.
Assuming an average player may have 40% crit, and that a crit deals ~50% bonus damage.
So, overall 20% additional damage from crits.
If you have > 20% damage reduction (including specific damage type reduction from champ points), then you are better off with the proposed change.
However, if you factor in the current, somewhat erratic behavior of the attack that actually breaks the shield (seems to be able to crit AND ignores resists) the threshold would be significantly lower.
Also, as it stands, damage shields only benefit from a single champion passive - as you are able to apply more defensive passives to your shield, the better off it will be in the long run.
Look, if I could just reduce the gravitational constant (or maybe the mass of Earth) my slingshot could totally launch that mouse into orbit!