"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time."
Makes all kinds of sense to me, not sure what's the problem here.
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time."
Makes all kinds of sense to me, not sure what's the problem here.
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
the changes to harness makes sorcs obsolete. i mean are you so blind that you can't see how giving magicka templars and magicka nightblades their own 'hardened ward' is detrimental to sorcs?.
i have already said many times. the changes to harness are bad. harness should not block physical attacks.
What? Hows that make sorcs obsolete every other class has one shield while sorcs have two. Last time I checked two donuts were better than one.
jyates214b14_ESO wrote: »ZOS_GinaBruno wrote: »It's also worth noting that there were many, many other changes to Sorcerers - not just the two listed in the first post. It may be worth looking at all the changes as a bigger picture, and remembering those while testing out the changes on the PTS.
As far as magicka sorcerers go all that was really changed was the spell absorption (still not worth slotting in normal circumstances) and the nerfs to wards (Sorcs can't afford another two slot loss for pets most of us are already gimped to 3 skills to match other classes in DPS). Everything else was classwide.
I'm a bit upset that the Sorcerers' unique all damage type shield is also now being given to all builds through the light armor and undaunted skill lines.
I'm not destroyed by the 6 second time frame, 10 would be a better compromise, but I'd survive with 6.
And with everyone in PvP now running a damage shield Surge is more useless than it was before.
I just see it as each class has a unique defense mechanic. Sorcs had their Ward, DKs had wings, NB had cloak, and Temps had BoL.
Now everyone has a damage shield comparable to a Sorcs Ward, so what is my unique defense?
I can't even run away from the fight with streak without it costing me 2 arms and 2 legs.
Just curious as to why it was decided that full damage shields would be given to all classes?
And your outrage at BoL getting nerfed last DLC was where?
PainfulFAFA wrote: »Sorcs, you now have 3 shields, ALL of which absorb ALL DAMAGE ffs.
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time."
Makes all kinds of sense to me, not sure what's the problem here.
The problem, is that 6 seconds is like 3 seconds. NVM trying to play in lag with even the slightest delay.
I'd be fine with a 8-10 second duration. That would be the sweet-spot for this offense/defense they want to try and turn PvP into in regards to shields.
bowmanz607 wrote: »bowmanz607 wrote: »bowmanz607 wrote: »bowmanz607 wrote: »
I´m already running defensive rune. Problem is a competent ganker fires a bow shot before attacking and most of the time should be able to kill you with bowheavy + style out of stealth.
Defensive rune does not help in that case.
RML might help there but i refuse to slot a skill of that limited use simply bc zos is unable to create a combat system where stealthganks are not possible.
Because stealth gameplay is a core mechanic of TES games.
Fine for PvE not for PvP.
Oneshot kills from an invisible opponent are about the least desireable thing a pvp game can offer.
Also stealth gameplay does not equal stealthgank oneshots. Funny that this is the same for you
since there are counters to one shots, that doesnt bother me. from resistance, to more health, to impen, to mage light, to shields. just because a counter gameplay does not fit into what you want to do does not mean it does not have a place.
Since shields get removed as a counter (keeping up 6s shields while traveling is unrealistic) HP at 25k+ and full impen does not save you the only thing remaining is magelight.
Which was the initial point made: If the only counter is an otherwise mostly useless ability it´s simply bad coding. Thanks for making my point a little clearer.
i would like to see a one shot with 25k health and impen please. thanks.
shields dont remove it. now you can choose to run and counter ganks or ride to get their faster. not to mention, you can go around heavy traveled areas in order to ride. mage light is useful otherwise. pulls people from stealth, gives crit, and 50% reduced damage to you and allies. not to mention empower buff.
it is simply providing more choices and more detriment to choices rather than having all the best stuff in one build.
one shot builds require low regen and low health. any ganker caught outside the shadows is done.
It's like the second post in here:
http://forums.elderscrollsonline.com/en/discussion/262446/incap-strike#latest
Incap can still do 10-12K to people with 3200 crit resist. That's not even counting a bow shot and ambush. That leaves you more than 'close enough' to death to even react.
Now. Can we have our *** shield back, or are you going to keep trying to convince me that I *deserve* to be your instant gank content?
Stop pissing in everyone's mouth and calling it rain.
first, dont equate a one shot to a combo.
FriedEggSandwich wrote: »FriedEggSandwich wrote: »its moved the sorc away from no skill to skill again. No longer will you have pug sorcs being better then you just on class design. Hopefully they move all classes to more skill and less class mechanic winning designs.
THIS, finally someone gets it.
Us OG's that played sorc long before the 1.6 reroll craze have watched our class get ridiculed and attacked for months because of the terribad fotm rerolls using cheese templates.
The men will be separated from the boys now, and good riddance if you ask me. The good sorcs will stay, the bads will go away. And those of us that stay, wont really change to our opponents, we will be as strong as we ever were.
Agree. The thread should say "rip bad sorcs".
Except almost the classes stronger than sorcerer is still stronger. And most of the other classes have received buffs.
I wrote that in the context of reduced duration of hardened ward. Good sorcs won't be affected by the reduced duration in pvp, bad sorcs might. Every other magicka build getting the annulment buff is an issue for sorcs though. Can you imagine the outrage if annulment had been given a reflect mechanic instead, or a cloak mechanic?
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time."
Makes all kinds of sense to me, not sure what's the problem here.
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time."
Makes all kinds of sense to me, not sure what's the problem here.
The problem is a NB for example does not let their guard down while playing offensively. Aswell as a templar or DK. They all have reliable high passive healing associated to their main DPS abilities.
If you have a reliable steady heal having reactionary defenses work (or an instant burstheal...).
However a sorc does not have that. Their defense is a shield with no reliable healing mechanics compared to other classes.
Which now results in sorc being the only class being 100% vulnerable when on the offense.
Alongside this sorcerers are the only class without access to strong DOT abilities (those reduce the need to be offensive constantly as they keep pressure on the enemy even while defensive abilities are casted) - as a consequence sorcerers need the highest offensive uptime to kill an enemy.
I agree that sorc burst builds were a little too potent (i have not played deto dawnbreaker myself as i don´t like 1 shotting ppl). But nerfing burst builds and then taking away the ability to constantly pressure aswell is a little over the top imho.
Why would a play a sorc now when i can just play my NB that has better burst, a better teleport, better CC and is safer to play at the same time?
notimetocare wrote: »Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds.
Idk what to say..
Oh no... Sorc will take a slight bit of skill to put out damage while being uncritable with a 30-50k effective health pool? *legasp*
cosmic_niklas_93b16_ESO wrote: »notimetocare wrote: »Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds.
Idk what to say..
Oh no... Sorc will take a slight bit of skill to put out damage while being uncritable with a 30-50k effective health pool? *legasp*
Well, sorcs have always required skill while you just don't seem to use your brain at all.
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time."
Makes all kinds of sense to me, not sure what's the problem here.
Makes absolutely no sense at all from a pve perspective. Who is this someone I'm finishing off and getting a kill in a boss battle? Or did they simply ignore the pve aspect of any DB changes - then it makes fractionally more sense than none at all.
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
the changes to harness makes sorcs obsolete. i mean are you so blind that you can't see how giving magicka templars and magicka nightblades their own 'hardened ward' is detrimental to sorcs?.
i have already said many times. the changes to harness are bad. harness should not block physical attacks.
What? Hows that make sorcs obsolete every other class has one shield while sorcs have two. Last time I checked two donuts were better than one.
Last I checked every other class has reliable selfheals(and one of them even has an amazing escape ability that does not have a stacking cost increase) and spammable class damage skills.
If you give sorc those I'll be fairly happy with the overall change. Especially from a PvE perspective since shield stacking never had much point there.jyates214b14_ESO wrote: »ZOS_GinaBruno wrote: »It's also worth noting that there were many, many other changes to Sorcerers - not just the two listed in the first post. It may be worth looking at all the changes as a bigger picture, and remembering those while testing out the changes on the PTS.
As far as magicka sorcerers go all that was really changed was the spell absorption (still not worth slotting in normal circumstances) and the nerfs to wards (Sorcs can't afford another two slot loss for pets most of us are already gimped to 3 skills to match other classes in DPS). Everything else was classwide.
I'm a bit upset that the Sorcerers' unique all damage type shield is also now being given to all builds through the light armor and undaunted skill lines.
I'm not destroyed by the 6 second time frame, 10 would be a better compromise, but I'd survive with 6.
And with everyone in PvP now running a damage shield Surge is more useless than it was before.
I just see it as each class has a unique defense mechanic. Sorcs had their Ward, DKs had wings, NB had cloak, and Temps had BoL.
Now everyone has a damage shield comparable to a Sorcs Ward, so what is my unique defense?
I can't even run away from the fight with streak without it costing me 2 arms and 2 legs.
Just curious as to why it was decided that full damage shields would be given to all classes?
And your outrage at BoL getting nerfed last DLC was where?
Templars got free Major Mending in its place and no one took away their unique support skills(class purge, shards, repentance). What do sorc have going for them now again, especially in PvE?
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
the changes to harness makes sorcs obsolete. i mean are you so blind that you can't see how giving magicka templars and magicka nightblades their own 'hardened ward' is detrimental to sorcs?.
i have already said many times. the changes to harness are bad. harness should not block physical attacks.
What? Hows that make sorcs obsolete every other class has one shield while sorcs have two. Last time I checked two donuts were better than one.
Last I checked every other class has reliable selfheals(and one of them even has an amazing escape ability that does not have a stacking cost increase) and spammable class damage skills.
If you give sorc those I'll be fairly happy with the overall change. Especially from a PvE perspective since shield stacking never had much point there.jyates214b14_ESO wrote: »ZOS_GinaBruno wrote: »It's also worth noting that there were many, many other changes to Sorcerers - not just the two listed in the first post. It may be worth looking at all the changes as a bigger picture, and remembering those while testing out the changes on the PTS.
As far as magicka sorcerers go all that was really changed was the spell absorption (still not worth slotting in normal circumstances) and the nerfs to wards (Sorcs can't afford another two slot loss for pets most of us are already gimped to 3 skills to match other classes in DPS). Everything else was classwide.
I'm a bit upset that the Sorcerers' unique all damage type shield is also now being given to all builds through the light armor and undaunted skill lines.
I'm not destroyed by the 6 second time frame, 10 would be a better compromise, but I'd survive with 6.
And with everyone in PvP now running a damage shield Surge is more useless than it was before.
I just see it as each class has a unique defense mechanic. Sorcs had their Ward, DKs had wings, NB had cloak, and Temps had BoL.
Now everyone has a damage shield comparable to a Sorcs Ward, so what is my unique defense?
I can't even run away from the fight with streak without it costing me 2 arms and 2 legs.
Just curious as to why it was decided that full damage shields would be given to all classes?
And your outrage at BoL getting nerfed last DLC was where?
Templars got free Major Mending in its place and no one took away their unique support skills(class purge, shards, repentance). What do sorc have going for them now again, especially in PvE?
But sorcs have two seperate heals pets last time I checked.
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time."
Makes all kinds of sense to me, not sure what's the problem here.
Mojomonkeyman wrote: »cosmic_niklas_93b16_ESO wrote: »notimetocare wrote: »Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds.
Idk what to say..
Oh no... Sorc will take a slight bit of skill to put out damage while being uncritable with a 30-50k effective health pool? *legasp*
Well, sorcs have always required skill while you just don't seem to use your brain at all.
Not really since the removal of softcaps. Of course you can always bring yourself into situations that are somewhat challenging, but magSorc was on the "very easy to use, still quite easy to master" end of the difficulty scale in my opinion.
Mojomonkeyman wrote: »cosmic_niklas_93b16_ESO wrote: »notimetocare wrote: »Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds.
Idk what to say..
Oh no... Sorc will take a slight bit of skill to put out damage while being uncritable with a 30-50k effective health pool? *legasp*
Well, sorcs have always required skill while you just don't seem to use your brain at all.
Not really since the removal of softcaps. Of course you can always bring yourself into situations that are somewhat challenging, but magSorc was on the "very easy to use, still quite easy to master" end of the difficulty scale in my opinion.
I wouldn´t word it that way.
I´ve not met a sorc i´ve lost a duel to since i dropped vampire the last time (before orsinium) - and i am far from the point of considering myself a master of the class. I make mistakes all the time.
The class was too forgiving and shieldstacking made it too easy to stay alive resulting in players performing above their average on sorc. Mastering is something completely different.
Sadly sorcs being unkillable when focused will be an issue getting even worse with the next update. Yay ZOS
Mojomonkeyman wrote: »Mojomonkeyman wrote: »cosmic_niklas_93b16_ESO wrote: »notimetocare wrote: »Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds.
Idk what to say..
Oh no... Sorc will take a slight bit of skill to put out damage while being uncritable with a 30-50k effective health pool? *legasp*
Well, sorcs have always required skill while you just don't seem to use your brain at all.
Not really since the removal of softcaps. Of course you can always bring yourself into situations that are somewhat challenging, but magSorc was on the "very easy to use, still quite easy to master" end of the difficulty scale in my opinion.
I wouldn´t word it that way.
I´ve not met a sorc i´ve lost a duel to since i dropped vampire the last time (before orsinium) - and i am far from the point of considering myself a master of the class. I make mistakes all the time.
The class was too forgiving and shieldstacking made it too easy to stay alive resulting in players performing above their average on sorc. Mastering is something completely different.
Sadly sorcs being unkillable when focused will be an issue getting even worse with the next update. Yay ZOS
Well, the game is not new, so the highest level of play available right now would be mastership in my pov, despite not being perfect play. I would say there`s about 30, maybe 40 of players around (in regards to magsorc, including good ones that have left) which I would place into the master category. You being probably at the top end of that scale, despite making flaws, just less.
But my point stands, I think it is easier to get into that category with magsorc and you will have more success with the same level of experience than with other setups.
Or that`s how it used to be since removal of softcaps (imo).
AverageJo3Gam3r wrote: »Stop QQing. Now you'll have to wear a piece or two of heavy armor with impen. Just like every other magic class. I have a magDK, a magplar, and a sorc, and even with the change my sorc will still be my most surviveable class in PvP due to streak, and in solo PvE will be on par with my Templar due to crit surge heals.
Mojomonkeyman wrote: »Mojomonkeyman wrote: »cosmic_niklas_93b16_ESO wrote: »notimetocare wrote: »Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds.
Idk what to say..
Oh no... Sorc will take a slight bit of skill to put out damage while being uncritable with a 30-50k effective health pool? *legasp*
Well, sorcs have always required skill while you just don't seem to use your brain at all.
Not really since the removal of softcaps. Of course you can always bring yourself into situations that are somewhat challenging, but magSorc was on the "very easy to use, still quite easy to master" end of the difficulty scale in my opinion.
I wouldn´t word it that way.
I´ve not met a sorc i´ve lost a duel to since i dropped vampire the last time (before orsinium) - and i am far from the point of considering myself a master of the class. I make mistakes all the time.
The class was too forgiving and shieldstacking made it too easy to stay alive resulting in players performing above their average on sorc. Mastering is something completely different.
Sadly sorcs being unkillable when focused will be an issue getting even worse with the next update. Yay ZOS
Well, the game is not new, so the highest level of play available right now would be mastership in my pov, despite not being perfect play. I would say there`s about 30, maybe 40 of players around (in regards to magsorc, including good ones that have left) which I would place into the master category. You being probably at the top end of that scale, despite making flaws, just less.
But my point stands, I think it is easier to get into that category with magsorc and you will have more success with the same level of experience than with other setups.
Or that`s how it used to be since removal of softcaps (imo).
Ok semantics then
Anyway i´ll be leveling a stam DK with the next patch, now with a shield i think i´ll finally manage
FriedEggSandwich wrote: »FriedEggSandwich wrote: »its moved the sorc away from no skill to skill again. No longer will you have pug sorcs being better then you just on class design. Hopefully they move all classes to more skill and less class mechanic winning designs.
THIS, finally someone gets it.
Us OG's that played sorc long before the 1.6 reroll craze have watched our class get ridiculed and attacked for months because of the terribad fotm rerolls using cheese templates.
The men will be separated from the boys now, and good riddance if you ask me. The good sorcs will stay, the bads will go away. And those of us that stay, wont really change to our opponents, we will be as strong as we ever were.
Agree. The thread should say "rip bad sorcs".
Except almost the classes stronger than sorcerer is still stronger. And most of the other classes have received buffs.
I wrote that in the context of reduced duration of hardened ward. Good sorcs won't be affected by the reduced duration in pvp, bad sorcs might. Every other magicka build getting the annulment buff is an issue for sorcs though. Can you imagine the outrage if annulment had been given a reflect mechanic instead, or a cloak mechanic?
I´d argue also above average sorcs are affected by this change.
Shields do run out consistently when fighting overly defensive players. It takes a while to take down anyone who has decided to go full turtle mode.
With this change you have to effectively reduce your offense on those players by 16% if you don´t let your guard down.
At the same time it has become easier for defensive players to turtle up because using harness on a magica build is no longer a tradeoff but a no brainer - so everyone´s gonna run with healing ward + harness + their classes other defensive abilities.
Combine that "passive" nerf to pressure sorc builds with the nerf to dawnbreaker and loss of detonation dmg for burst sorc setups they have effectively managed to nerf burst builds (taking away abilities) alongside sustained dmg ones (more time needed to keep defenses up).
I´m sure ppl will manage but i´m also certain it´s not the minor or nonissue some people make it out to be."Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time."
Makes all kinds of sense to me, not sure what's the problem here.
The problem is a NB for example does not let their guard down while playing offensively. Aswell as a templar or DK. They all have reliable high passive healing associated to their main DPS abilities.
If you have a reliable steady heal having reactionary defenses work (or an instant burstheal...).
However a sorc does not have that. Their defense is a shield with no reliable healing mechanics compared to other classes.
Which now results in sorc being the only class being 100% vulnerable when on the offense.
Alongside this sorcerers are the only class without access to strong DOT abilities (those reduce the need to be offensive constantly as they keep pressure on the enemy even while defensive abilities are casted) - as a consequence sorcerers need the highest offensive uptime to kill an enemy.
I agree that sorc burst builds were a little too potent (i have not played deto dawnbreaker myself as i don´t like 1 shotting ppl). But nerfing burst builds and then taking away the ability to constantly pressure aswell is a little over the top imho.
Why would a play a sorc now when i can just play my NB that has better burst, a better teleport, better CC and is safer to play at the same time?
ZOS_GinaBruno wrote: »bloodenragedb14_ESO wrote: »ZOS_GinaBruno wrote: »It's also worth noting that there were many, many other changes to Sorcerers - not just the two listed in the first post. It may be worth looking at all the changes as a bigger picture, and remembering those while testing out the changes on the PTS.
i did, and the ward change is the only one i take issue with. i believe a far more reasonable change is 10 sec and 12 sec, the way it is now is just far far far to much of a reduction
That's fair. Shields as a whole is something that got changed so it's worth trying these out (maybe even in Cyrodiil against other players) to see how it feels. We'll be publishing individual feedback threads for all the classes in a bit, and you can post your thoughts there after giving it a test run.
@ZOS_GinaBruno The issue here isn't the duration, infact this duration puts even more pressure on Sorcerers to keep their shields up to prevent being one shotted.
It's that they completely negate crit, if you made the critable this would allow other classes to fight at full power without feeling like they just got gimped by a person with a bubble.
The fact that you are also giving shields to all classes clearly points to your team stubbornly refusing to acknowledge this big problem being solved with a tiny fix. Infact a lot of issues for people with shields would be solved by making them crittable.
cosmic_niklas_93b16_ESO wrote: »It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
the changes to harness makes sorcs obsolete. i mean are you so blind that you can't see how giving magicka templars and magicka nightblades their own 'hardened ward' is detrimental to sorcs?.
i have already said many times. the changes to harness are bad. harness should not block physical attacks.
What? Hows that make sorcs obsolete every other class has one shield while sorcs have two. Last time I checked two donuts were better than one.
Last I checked every other class has reliable selfheals(and one of them even has an amazing escape ability that does not have a stacking cost increase) and spammable class damage skills.
If you give sorc those I'll be fairly happy with the overall change. Especially from a PvE perspective since shield stacking never had much point there.jyates214b14_ESO wrote: »ZOS_GinaBruno wrote: »It's also worth noting that there were many, many other changes to Sorcerers - not just the two listed in the first post. It may be worth looking at all the changes as a bigger picture, and remembering those while testing out the changes on the PTS.
As far as magicka sorcerers go all that was really changed was the spell absorption (still not worth slotting in normal circumstances) and the nerfs to wards (Sorcs can't afford another two slot loss for pets most of us are already gimped to 3 skills to match other classes in DPS). Everything else was classwide.
I'm a bit upset that the Sorcerers' unique all damage type shield is also now being given to all builds through the light armor and undaunted skill lines.
I'm not destroyed by the 6 second time frame, 10 would be a better compromise, but I'd survive with 6.
And with everyone in PvP now running a damage shield Surge is more useless than it was before.
I just see it as each class has a unique defense mechanic. Sorcs had their Ward, DKs had wings, NB had cloak, and Temps had BoL.
Now everyone has a damage shield comparable to a Sorcs Ward, so what is my unique defense?
I can't even run away from the fight with streak without it costing me 2 arms and 2 legs.
Just curious as to why it was decided that full damage shields would be given to all classes?
And your outrage at BoL getting nerfed last DLC was where?
Templars got free Major Mending in its place and no one took away their unique support skills(class purge, shards, repentance). What do sorc have going for them now again, especially in PvE?
But sorcs have two seperate heals pets last time I checked.
Two separate heals that both needs two slots(3 with overload) each to actually work well. So that's 2-6 slots gone for what a templar can do with 1 slot used. How is that balanced?
bowmanz607 wrote: »A mag sorc basically has a shield, surge, and dark magic. Surge is not always guaranteed and requires attacking another player. Dark magic requires attacking another player. The shield can operate as a full defensive ability when getting attacked hard. It can also operate as a buff right before going on the offensive giving a hard counter to attacks for a period of time while going full offensive. Overall, a competent sorc will proc surge often enough to make it semi-sustainable while also adding in the fact that many of the attacks used to get surge heals will also get you Dark magic heals making the heals more potent. Additionally, shields are a hard counter to all attacks and can can be used both to protect while going full offensive or to be spammed for full defense.