someone with a 10k shield would be left with 6.6k which is flatout unusable as it does not even absorb one attack - someone with a 15k shield would still be left with 10k which is a downgrade but still playable
Kinda like someone with a 10K heal is left with a 6.6k heal after a debuff nowadays. It does not even heal the damage of one attack. Yet people are still using heals.
someone with a 10k shield would be left with 6.6k which is flatout unusable as it does not even absorb one attack - someone with a 15k shield would still be left with 10k which is a downgrade but still playable
Kinda like someone with a 10K heal is left with a 6.6k heal after a debuff nowadays. It does not even heal the damage of one attack. Yet people are still using heals.
Only that heals can crit, heals benefit from mitigation and block, Heals have two instead of one CP increasing their potency.
Also shields come with the downside of still having to heal. You can´t play without heal. You need shields and healing.
Totally comparable situation.
As i said. Try it. Play it. Actually get an informed opinion. Don´t make up scenarios in your head about how things are working. Actually try in in practice.
How about making defile debuff reduce the power of shields instead, the same way it debuffs heals. Problem solved, without nerfing pirate skeleton for other classes that might be using it.
I have nothing against distributing the debuff more evenly. Also, being able to debuff block cost or dodge cost(or invulnerability window) could definitely be considered.
Heals don't either. The only defense that scales this way is roll dodge.
Heals don't either. The only defense that scales this way is roll dodge.
Actually blocking scales very well with more attackers as well, since it was revealed that blocking cost is charged at maximum once every .5 seconds no matter how many attacks you sustain.
You know those guys who sustain 10 people hammering on them for 2 minutes? They would be dead in 20 seconds if the cost of block was actually charged 10 times per second instead of 2 per second.
Heals don't either. The only defense that scales this way is roll dodge.
Actually blocking scales very well with more attackers as well, since it was revealed that blocking cost is charged at maximum once every .5 seconds no matter how many attacks you sustain.
You know those guys who sustain 10 people hammering on them for 2 minutes? They would be dead in 20 seconds if the cost of block was actually charged 10 times per second instead of 2 per second.
Thats true, but it requires a very specialized build to benefit. Roll dodge on the other hand scales with the number of attackers as a baseline. Baseline blocking (without a very fringe spec) does not really scale, because by the time you are blocking more than 2 attacks per second, you are only delaying the inevitable death.
I've been seeing these threads everyday lol. Sorc isn't honestly that op it's just the pirate set that's making it aids. Please say nerf pirate skeleton lol. Btw I'm not even a magic sorc so I'm not trying to protect my class.
dwemer_paleologist wrote: »
Heals don't either. The only defense that scales this way is roll dodge.
Actually blocking scales very well with more attackers as well, since it was revealed that blocking cost is charged at maximum once every .5 seconds no matter how many attacks you sustain.
You know those guys who sustain 10 people hammering on them for 2 minutes? They would be dead in 20 seconds if the cost of block was actually charged 10 times per second instead of 2 per second.
Thats true, but it requires a very specialized build to benefit. Roll dodge on the other hand scales with the number of attackers as a baseline. Baseline blocking (without a very fringe spec) does not really scale, because by the time you are blocking more than 2 attacks per second, you are only delaying the inevitable death.
That's not true. As soon as you have more than 2 attackers hitting you, you are probably getting hit more than twice per second and benefiting from the block charge cap.
You can have more than 2 attackers hitting you in nearly all scenarios, including any Xv1, or zerg vs zerg, or small scale. And the only time it wont really help you is if you are blocking without a S+B, or Frost staff (especially if you are magicka based) since your stamina will be gone in 4 hits.
rfennell_ESO wrote: »I don't think pirate skeleton needs nerfing.
However, damage mitigation buffs should not apply to shields.
Heals don't either. The only defense that scales this way is roll dodge.
Actually blocking scales very well with more attackers as well, since it was revealed that blocking cost is charged at maximum once every .5 seconds no matter how many attacks you sustain.
You know those guys who sustain 10 people hammering on them for 2 minutes? They would be dead in 20 seconds if the cost of block was actually charged 10 times per second instead of 2 per second.
Thats true, but it requires a very specialized build to benefit. Roll dodge on the other hand scales with the number of attackers as a baseline. Baseline blocking (without a very fringe spec) does not really scale, because by the time you are blocking more than 2 attacks per second, you are only delaying the inevitable death.
That's not true. As soon as you have more than 2 attackers hitting you, you are probably getting hit more than twice per second and benefiting from the block charge cap.
You can have more than 2 attackers hitting you in nearly all scenarios, including any Xv1, or zerg vs zerg, or small scale. And the only time it wont really help you is if you are blocking without a S+B, or Frost staff (especially if you are magicka based) since your stamina will be gone in 4 hits.
Let me try again, since im not sure you understood what i mean.
Yes, you benefit from block charge cap as soon as you have more than 2 attackers hitting you. But *if* you have 2+ attackers on you, and do not have a build specialized for blocking, you can not afford being charged block cost twice a second. Not even with a S+B.
To take advantage of the blocking cap, you need to be able to sustain block cost twice a second. If you can't, the "scales with number of attackers" part of blocking won't help you at all.
Havent been using pirate skeleton myself, but I wanna ask one thing. If it procs while in WW form, will you become wolf-shaped skeleton?
Heals don't either. The only defense that scales this way is roll dodge.
Actually blocking scales very well with more attackers as well, since it was revealed that blocking cost is charged at maximum once every .5 seconds no matter how many attacks you sustain.
You know those guys who sustain 10 people hammering on them for 2 minutes? They would be dead in 20 seconds if the cost of block was actually charged 10 times per second instead of 2 per second.
Thats true, but it requires a very specialized build to benefit. Roll dodge on the other hand scales with the number of attackers as a baseline. Baseline blocking (without a very fringe spec) does not really scale, because by the time you are blocking more than 2 attacks per second, you are only delaying the inevitable death.
That's not true. As soon as you have more than 2 attackers hitting you, you are probably getting hit more than twice per second and benefiting from the block charge cap.
You can have more than 2 attackers hitting you in nearly all scenarios, including any Xv1, or zerg vs zerg, or small scale. And the only time it wont really help you is if you are blocking without a S+B, or Frost staff (especially if you are magicka based) since your stamina will be gone in 4 hits.
Let me try again, since im not sure you understood what i mean.
Yes, you benefit from block charge cap as soon as you have more than 2 attackers hitting you. But *if* you have 2+ attackers on you, and do not have a build specialized for blocking, you can not afford being charged block cost twice a second. Not even with a S+B.
To take advantage of the blocking cap, you need to be able to sustain block cost twice a second. If you can't, the "scales with number of attackers" part of blocking won't help you at all.
I understand and disagree. I only need to sustain it long enough to LoS, or get help from a teammate. I don't need to sustain it forever.
I am talking about different kinds of battles than you, not just 10v1 open field. Maybe my example I gave made it seem that was my sole focus.
Havent been using pirate skeleton myself, but I wanna ask one thing. If it procs while in WW form, will you become wolf-shaped skeleton?
dwemer_paleologist wrote: »sorcerer class being attacked on forums with claims they need to be nerfed. lashes out and returns fire by launching attack on nightblade armor sets.
To all the people who are complaining about sorc you should see the difference when they don't have PS. Irfennell_ESO wrote: »I don't think pirate skeleton needs nerfing.
However, damage mitigation buffs should not apply to shields.
You know what I agree with that
Well I can agree with OP that sorc dont need nerfs because class itself isnt a problem it's just combinations on many non class related things makes this build too strong. I would start of lowering bastion shields strenght down to ~15-20% , and adding pirate skeleton additional debuff that lowers shields strenght by 15%. Also infernal guardian , amberplasm and lich could get some rework. Curse dmg could be split by half and it would explode instant when applied with 1st half and at the end with 2nd half.
Well I can agree with OP that sorc dont need nerfs because class itself isnt a problem it's just combinations on many non class related things makes this build too strong. I would start of lowering bastion shields strenght down to ~15-20% , and adding pirate skeleton additional debuff that lowers shields strenght by 15%. Also infernal guardian , amberplasm and lich could get some rework. Curse dmg could be split by half and it would explode instant when applied with 1st half and at the end with 2nd half.
Wow, start by saying sorc doesn't need a nerf, than advocate a 20% nerf in shields, AND nerving the main sorc sustain sets AND halving the only reliable class DMG ability (which can already only be used every 3 seconds).
I'd hate to see what you'd do to a class that you thought did need nerfing!