I totally agree with you. As I said it several times, in 1.6 Sors are the new DKs, not because they are so overpowered as DKs used to be but because their attributes (magicka) and skills synergizes extremely well.Francescolg wrote: »It is funny, how people that actually don't play a healer come to the forums to explain, why their 10k shield is worth (so much) less than a heal... and everybody acts as if they wouldn't know that most, by a large number, most healers in PvP also use absorb shields or HoT mechanics or other self-defense mechanics in 1 on 1 situations (because of healing-debuffs, not beeing able to target single players, etc etc). These people, many of them writing here, also close their eyes in view of the changed conditions after this patch, specifically for healer-templars, whose survivability -beside casting healings/purge all day long- is very similar to a sorcerer (without a 10k shield, without a teleport, etc.). Casting heals for defense in 1 on 1 encounters is also no real option, because an absorb shield is way better in case of being CC'd and other emergencies and CC occurs all the time in PvP, left and right, and healing debuff about 30-50% is often seen.
So no, healers do not just heal themselfes in 1v1 but prefer an absorb shield (vs. snipe, etc etc). We also rely on light-armor, have very low resistances and no escape spell at all.
We are arguing about 1v1 encounters, which happen quite often these days, as I can witness, even in keep-fights or when surrounded by the crowd, 1 on 1-situations occur very often to me. This is why this game should also be balanced for 1on1 situations. I do not accept the hint for a "group based"-game, in the case of ESO this seems wrong!
In a game with only 4 classes (!) all PvP-balancing has to take into account a typical 1 vs. 1 situation (without ultimates).
In the specific case: DD Sorcerer (resto/destru) vs. Healer/DD/magicka-Templar (resto/destru) we have the problem that none of the templar's skills will do enough damage to break the sorc's shield fast enough to disable the sorcerer from reapplying it (when both players are at 100% HP). We could try with DoTs but most templars don't use them (reason 1: the 10% crit bonus of reflective light is also activated by magicka pots, etc. etc // reason 2: DoT damage is insignificant, Instants hurt much better). DoTs do not help us to get you shield down. CC will only help 2-3 seconds, By this time the templar will hardly get through your shield (1 cast - 8.000 dmg, 2 cast - may hit, meanwhile sorc breaks-free and reapplies the shield)
Beside all the math, magicka-templars have to choose whether we want to spec for damage (spell dmg) or defense (HP, etc.). Going for spell dmg will help us to fight sorcerers but leaves us with absolutely no usable absorb shield, while resto- or light armor-shields alone are worse than a decent absorb-shield, especially light-armor shields often don't help ++ players focus on skills which are not reflected by other skills / which are not absorbed by light-armor shield)
As a sorc you can go for full burst and full absorb shield at the same time. So, effectively you could have only 13-15k HP + 10k HP, while having the same HP as players who renounced to have 3k-4k more damage on their spells by spell dmg.
This gap was created with 1.6. Most sorcerers are enjoying their max-dmg / max-shield build in PvP and the numerous "unwillingness to understand" is fully comprehensible. Nonetheless (beside all buffed stamina/HP-specs) we have other classes/specs in light armor which were hurt by 1.6. and JESUS-BEAM won't help at all.
As already happened very often, they nurfed templars more than buffing them. In front of the nurf-list stand: Radiant Aura and Blazing Shield, which was "acceptable" (to suck up one DD at least) and is now half the value of a 10k absorb shield, when going for spell dmg / magicka...
Going for max DD-damage has to come with a sacrifice, even for sorcerers! ;-)
Francescolg wrote: »We are arguing about 1v1 encounters, which happen quite often these days, as I can witness, even in keep-fights or when surrounded by the crowd, 1 on 1-situations occur very often to me. This is why this game should also be balanced for 1on1 situations. I do not accept the hint for a "group based"-game
Francescolg wrote: »As a sorc you can go for full burst and full absorb shield at the same time. So, effectively you could have only 13-15k HP + 10k HP, while having the same HP as players who renounced to have 3k-4k more damage on their spells by spell dmg.
This gap was created with 1.6. Most sorcerers are enjoying their max-dmg / max-shield build in PvP and the numerous "unwillingness to understand" is fully comprehensible. Nonetheless (beside all buffed stamina/HP-specs) we have other classes/specs in light armor which were hurt by 1.6. and JESUS-BEAM won't help at all.
As already happened very often, they nurfed templars more than buffing them. In front of the nurf-list stand: Radiant Aura and Blazing Shield, which was "acceptable" (to suck up one DD at least) and is now half the value of a 10k absorb shield, when going for spell dmg / magicka...
Going for max DD-damage has to come with a sacrifice, even for sorcerers! ;-)
Why is it there are players of *every* class out there who are just as powerful as me and can kill me as often as I kill them? There are DKs, Templar and Nightblades who I absolutely hate going up against on the field. This tell me that your 1 v 1 class balance exists, but there *is* a skill disparity. Instead of trying to fix your problems by bringing other classes down to your skill level (and thus screwing all the players of that class who are not exceptionally skilled) try bringing your skill level up to meet that of the opponents you're facing that you have difficulty with.
I kill shield stacking pure magicka sorcs *every day* in Cyrodiil. Some of them are my easiest kills! This is because the player makes the class, not the class makes the player.
Why is it there are players of *every* class out there who are just as powerful as me and can kill me as often as I kill them? There are DKs, Templar and Nightblades who I absolutely hate going up against on the field. This tell me that your 1 v 1 class balance exists, but there *is* a skill disparity. Instead of trying to fix your problems by bringing other classes down to your skill level (and thus screwing all the players of that class who are not exceptionally skilled) try bringing your skill level up to meet that of the opponents you're facing that you have difficulty with.
I kill shield stacking pure magicka sorcs *every day* in Cyrodiil. Some of them are my easiest kills! This is because the player makes the class, not the class makes the player.
What you seem to actually be talking about is "build disparity", not skill disparity (though obviously skill does play a factor a lot of the times).
Yes, builds that are designed for high burst damage can kill Sorcs. That wasn't really being questioned, though. You seem to be hung up on this idea that everyone is just tired of dying to Sorcs. For me, it's more of a balance issue.
I don't think it's a very good design for a single ability to counter any build that isn't specifically designed to get through it, while also not sacrificing anything in terms of damage.
Wrecking Blow and some outliers can stand to be toned down now, but I view that as a separate issue personally. I don't feel that the answer to why Sorcs are allowed to be held to a different standard in having both functioning escapes as well as heavy defenses w/out sacrificing any damage should simply be: Wrecking Blow exists.
Why is it there are players of *every* class out there who are just as powerful as me and can kill me as often as I kill them? There are DKs, Templar and Nightblades who I absolutely hate going up against on the field. This tell me that your 1 v 1 class balance exists, but there *is* a skill disparity. Instead of trying to fix your problems by bringing other classes down to your skill level (and thus screwing all the players of that class who are not exceptionally skilled) try bringing your skill level up to meet that of the opponents you're facing that you have difficulty with.
I kill shield stacking pure magicka sorcs *every day* in Cyrodiil. Some of them are my easiest kills! This is because the player makes the class, not the class makes the player.
What you seem to actually be talking about is "build disparity", not skill disparity (though obviously skill does play a factor a lot of the times).
Yes, builds that are designed for high burst damage can kill Sorcs. That wasn't really being questioned, though. You seem to be hung up on this idea that everyone is just tired of dying to Sorcs. For me, it's more of a balance issue.
I don't think it's a very good design for a single ability to counter any build that isn't specifically designed to get through it, while also not sacrificing anything in terms of damage.
Wrecking Blow and some outliers can stand to be toned down now, but I view that as a separate issue personally. I don't feel that the answer to why Sorcs are allowed to be held to a different standard in having both functioning escapes as well as heavy defenses w/out sacrificing any damage should simply be: Wrecking Blow exists.
Wrecking blow is a pain to land, there is no lock on, it's LOS based, close range and can be easily stopped by a player manoeuvring around during the cast time (or through you because LOLCOLLISIONDETECTION which is often the easiest). Against a decent player I only manage to connect wrecking blow on maybe 1/3rd of all attempts, which equates to two or more seconds of lost DPS due to animation lock.
If you got hit the best chances are you were probably running away, stood still or stunned.
The amount of sorcs defending the current state of shields is laughable, there are a handful of active users on the forums who consistently shout down any complaints voiced against the current state of shield in game in numerous threads. You don't debate by ganging up on people online and I think it speaks harsh truths about their lack of good character. Some of whom have already posted here
We're not ganging up on people online, but when the same people continuously spread the same misinformation in hopes of getting you class nerfed there is nothing else we can do but defend ourselves. If the moderators weren't suddenly on hiatus they would have long since reigned this in. In there absence we take upon ourselves to stop the disinformation.
eventide03b14a_ESO wrote: »Why is this thread not closed yet?
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Francescolg wrote: »It is funny, how people that actually don't play a healer come to the forums to explain, why their 10k shield is worth (so much) less than a heal... and everybody acts as if they wouldn't know that most, by a large number, most healers in PvP also use absorb shields or HoT mechanics or other self-defense mechanics in 1 on 1 situations (because of healing-debuffs, not beeing able to target single players, etc etc). These people, many of them writing here, also close their eyes in view of the changed conditions after this patch, specifically for healer-templars, whose survivability -beside casting healings/purge all day long- is very similar to a sorcerer (without a 10k shield, without a teleport, etc.). Casting heals for defense in 1 on 1 encounters is also no real option, because an absorb shield is way better in case of being CC'd and other emergencies and CC occurs all the time in PvP, left and right, and healing debuff about 30-50% is often seen.
So no, healers do not just heal themselfes in 1v1 but prefer an absorb shield (vs. snipe, etc etc). We also rely on light-armor, have very low resistances and no escape spell at all.
We are arguing about 1v1 encounters, which happen quite often these days, as I can witness, even in keep-fights or when surrounded by the crowd, 1 on 1-situations occur very often to me. This is why this game should also be balanced for 1on1 situations. I do not accept the hint for a "group based"-game, in the case of ESO this seems wrong!
In a game with only 4 classes (!) all PvP-balancing has to take into account a typical 1 vs. 1 situation (without ultimates).
In the specific case: DD Sorcerer (resto/destru) vs. Healer/DD/magicka-Templar (resto/destru) we have the problem that none of the templar's skills will do enough damage to break the sorc's shield fast enough to disable the sorcerer from reapplying it (when both players are at 100% HP). We could try with DoTs but most templars don't use them (reason 1: the 10% crit bonus of reflective light is also activated by magicka pots, etc. etc // reason 2: DoT damage is insignificant, Instants hurt much better). DoTs do not help us to get you shield down. CC will only help 2-3 seconds, By this time the templar will hardly get through your shield (1 cast - 8.000 dmg, 2 cast - may hit, meanwhile sorc breaks-free and reapplies the shield)
Beside all the math, magicka-templars have to choose whether we want to spec for damage (spell dmg) or defense (HP, etc.). Going for spell dmg will help us to fight sorcerers but leaves us with absolutely no usable absorb shield, while resto- or light armor-shields alone are worse than a decent absorb-shield, especially light-armor shields often don't help ++ players focus on skills which are not reflected by other skills / which are not absorbed by light-armor shield)
As a sorc you can go for full burst and full absorb shield at the same time. So, effectively you could have only 13-15k HP + 10k HP, while having the same HP as players who renounced to have 3k-4k more damage on their spells by spell dmg.
This gap was created with 1.6. Most sorcerers are enjoying their max-dmg / max-shield build in PvP and the numerous "unwillingness to understand" is fully comprehensible. Nonetheless (beside all buffed stamina/HP-specs) we have other classes/specs in light armor which were hurt by 1.6. and JESUS-BEAM won't help at all.
As already happened very often, they nurfed templars more than buffing them. In front of the nurf-list stand: Radiant Aura and Blazing Shield, which was "acceptable" (to suck up one DD at least) and is now half the value of a 10k absorb shield, when going for spell dmg / magicka...
Going for max DD-damage has to come with a sacrifice, even for sorcerers! ;-)
Why is it there are players of *every* class out there who are just as powerful as me and can kill me as often as I kill them? There are DKs, Templar and Nightblades who I absolutely hate going up against on the field. This tell me that your 1 v 1 class balance exists, but there *is* a skill disparity. Instead of trying to fix your problems by bringing other classes down to your skill level (and thus screwing all the players of that class who are not exceptionally skilled) try bringing your skill level up to meet that of the opponents you're facing that you have difficulty with.
I kill shield stacking pure magicka sorcs *every day* in Cyrodiil. Some of them are my easiest kills! This is because the player makes the class, not the class makes the player.
What you seem to actually be talking about is "build disparity", not skill disparity (though obviously skill does play a factor a lot of the times).
Yes, builds that are designed for high burst damage can kill Sorcs. That wasn't really being questioned, though. You seem to be hung up on this idea that everyone is just tired of dying to Sorcs. For me, it's more of a balance issue.
Why is it there are players of *every* class out there who are just as powerful as me and can kill me as often as I kill them? There are DKs, Templar and Nightblades who I absolutely hate going up against on the field. This tell me that your 1 v 1 class balance exists, but there *is* a skill disparity. Instead of trying to fix your problems by bringing other classes down to your skill level (and thus screwing all the players of that class who are not exceptionally skilled) try bringing your skill level up to meet that of the opponents you're facing that you have difficulty with.
I kill shield stacking pure magicka sorcs *every day* in Cyrodiil. Some of them are my easiest kills! This is because the player makes the class, not the class makes the player.
What you seem to actually be talking about is "build disparity", not skill disparity (though obviously skill does play a factor a lot of the times).
Yes, builds that are designed for high burst damage can kill Sorcs. That wasn't really being questioned, though. You seem to be hung up on this idea that everyone is just tired of dying to Sorcs. For me, it's more of a balance issue.
Wrong on so many accounts. I am built for regen and that is how I kill sorcs. My dps sucks.
Also I sacrifice a ton for magicka. My hp is in one shot range. I am extremely susceptible to anyone who has figured out cc (which I guess you have not). Sorcs are the easiest class to counter. If you want some tips, feel free to message me.
Sorcs in particular, it's just the fact that they happen to be the only class that can stack a single resource for great damage and good defenses.
Rule #1: Don't chase the sorc.
They should tattoo that on the asses of every new player entering Cyrodiil.
Don't worry even if they had it tattoo'ed on their asses they would still do it. Hell I do it myself! There is something instinctual build in us to chase our prey when it flees. You just need to keep the hunted from becoming the hunter ( =
Francescolg wrote: »It is funny, how people that actually don't play a healer come to the forums to explain, why their 10k shield is worth (so much) less than a heal... and everybody acts as if they wouldn't know that most, by a large number, most healers in PvP also use absorb shields or HoT mechanics or other self-defense mechanics in 1 on 1 situations (because of healing-debuffs, not beeing able to target single players, etc etc). These people, many of them writing here, also close their eyes in view of the changed conditions after this patch, specifically for healer-templars, whose survivability -beside casting healings/purge all day long- is very similar to a sorcerer (without a 10k shield, without a teleport, etc.). Casting heals for defense in 1 on 1 encounters is also no real option, because an absorb shield is way better in case of being CC'd and other emergencies and CC occurs all the time in PvP, left and right, and healing debuff about 30-50% is often seen.
So no, healers do not just heal themselfes in 1v1 but prefer an absorb shield (vs. snipe, etc etc). We also rely on light-armor, have very low resistances and no escape spell at all.
We are arguing about 1v1 encounters, which happen quite often these days, as I can witness, even in keep-fights or when surrounded by the crowd, 1 on 1-situations occur very often to me. This is why this game should also be balanced for 1on1 situations. I do not accept the hint for a "group based"-game, in the case of ESO this seems wrong!
In a game with only 4 classes (!) all PvP-balancing has to take into account a typical 1 vs. 1 situation (without ultimates).
In the specific case: DD Sorcerer (resto/destru) vs. Healer/DD/magicka-Templar (resto/destru) we have the problem that none of the templar's skills will do enough damage to break the sorc's shield fast enough to disable the sorcerer from reapplying it (when both players are at 100% HP). We could try with DoTs but most templars don't use them (reason 1: the 10% crit bonus of reflective light is also activated by magicka pots, etc. etc // reason 2: DoT damage is insignificant, Instants hurt much better). DoTs do not help us to get you shield down. CC will only help 2-3 seconds, By this time the templar will hardly get through your shield (1 cast - 8.000 dmg, 2 cast - may hit, meanwhile sorc breaks-free and reapplies the shield)
Beside all the math, magicka-templars have to choose whether we want to spec for damage (spell dmg) or defense (HP, etc.). Going for spell dmg will help us to fight sorcerers but leaves us with absolutely no usable absorb shield, while resto- or light armor-shields alone are worse than a decent absorb-shield, especially light-armor shields often don't help ++ players focus on skills which are not reflected by other skills / which are not absorbed by light-armor shield)
As a sorc you can go for full burst and full absorb shield at the same time. So, effectively you could have only 13-15k HP + 10k HP, while having the same HP as players who renounced to have 3k-4k more damage on their spells by spell dmg.
This gap was created with 1.6. Most sorcerers are enjoying their max-dmg / max-shield build in PvP and the numerous "unwillingness to understand" is fully comprehensible. Nonetheless (beside all buffed stamina/HP-specs) we have other classes/specs in light armor which were hurt by 1.6. and JESUS-BEAM won't help at all.
As already happened very often, they nurfed templars more than buffing them. In front of the nurf-list stand: Radiant Aura and Blazing Shield, which was "acceptable" (to suck up one DD at least) and is now half the value of a 10k absorb shield, when going for spell dmg / magicka...
Going for max DD-damage has to come with a sacrifice, even for sorcerers! ;-)