Option 7: make shields susceptible to debuffs, the way heals are. For the same reason battle spirit lowers both heal strength and shield strength - they are both a variant of "healing", one reactive, one proactive.
But that would also require making shields susceptible to healing buffs the way heals are so many builds that dont have healing debuffs would fail against sorcs in Malubeth.
I meant making shields susceptible to debuffs like heals are. Not necessarily to the same debuffs. Shields would get their own buff/debuff category, one that would be balanced separately, and malubeth would not affect it.
Another buff/debuff category ? Who would have anough space on bars to slot additional skills ?
Who says anything about additional skills? The debuffs could be attached to already existing skills.Sorc could get even more adventage of it then they have now if they would get buff category that increases shield strenght.
Now that would entirely depend on the availability of said buffs/debuffs to the various classes, wouldn't it.
Floki_Vilgerdarson wrote: »As someone mentioned above, sorcs are going to have to balance resources between keeping their shields up and doing damage. They can be tanky or do burst damage, but doing both will take better resource management.
Either way the patch notes are the Nerf you are looking for.
Floki
Emma_Overload wrote: »None of the above. Leave Sorcs alone!
Wreuntzylla wrote: »Floki_Vilgerdarson wrote: »As someone mentioned above, sorcs are going to have to balance resources between keeping their shields up and doing damage. They can be tanky or do burst damage, but doing both will take better resource management.
Either way the patch notes are the Nerf you are looking for.
Floki
I don't get it. If you nerf sustain across the board, how is it that only sorc is affected? I thought it was a blanket nerf?
1 heals is not equal to 6 shieldsWreuntzylla wrote: »Floki_Vilgerdarson wrote: »As someone mentioned above, sorcs are going to have to balance resources between keeping their shields up and doing damage. They can be tanky or do burst damage, but doing both will take better resource management.
Either way the patch notes are the Nerf you are looking for.
Floki
I don't get it. If you nerf sustain across the board, how is it that only sorc is affected? I thought it was a blanket nerf?
So for that same duration of combat, and same amount of incoming attacks, both have done one block (nb sorcs generally have no CP's spent in block cost reduction) - but the sorc cast 6 shields - the other player cast one heal.
It's not about nerfing sorcs shield-wise, it's about buffing other classes to be able to reach the same.
So my solution would be to add shield strength to light armor passives and bring a nerf to hardened ward.
1 heals is not equal to 6 shieldsWreuntzylla wrote: »Floki_Vilgerdarson wrote: »As someone mentioned above, sorcs are going to have to balance resources between keeping their shields up and doing damage. They can be tanky or do burst damage, but doing both will take better resource management.
Either way the patch notes are the Nerf you are looking for.
Floki
I don't get it. If you nerf sustain across the board, how is it that only sorc is affected? I thought it was a blanket nerf?
So for that same duration of combat, and same amount of incoming attacks, both have done one block (nb sorcs generally have no CP's spent in block cost reduction) - but the sorc cast 6 shields - the other player cast one heal.
Wreuntzylla wrote: »Floki_Vilgerdarson wrote: »As someone mentioned above, sorcs are going to have to balance resources between keeping their shields up and doing damage. They can be tanky or do burst damage, but doing both will take better resource management.
Either way the patch notes are the Nerf you are looking for.
Floki
I don't get it. If you nerf sustain across the board, how is it that only sorc is affected? I thought it was a blanket nerf?
Yeah, a lot of people don't get this.. Its not that sorcs are the only ones affected - but they are affected MORE. Here's how it goes..
Lets say your survivability comes from blocking/mitigation/healing. You're in a many vs many fight, happily run around block-casting attacks from range ithout a care in the world for maybe 10 seconds until somebody attacks you back. You block the attack - it costs you some stamina, you only take a little damage
Lets say you do a channel - and get hit while not blocking - so you've lost some more health and need to heal - so you cast a heal...
The only defensive resources you have used are the cost of one block and one heal.
Now for a sorc entering the same fight - a sorc who is being careful on resources and NOT constantly shield-stacking.
First you cast a shield, and move into range. Do your 3-second rotation, cast another shield. 3 second rotation, another shield, another 3 secs, another shield. You get attacked, damaging your shield - so immediately pop your 2n'd shield.
Do you rotation again, and your frag gets reflected. You know its gonna knock you down and you need to re-shield anytime so don't want to be on your butt with no shield - so you block to avoid the knockdown - and re-shield.
So for that same duration of combat, and same amount of incoming attacks, both have done one block (nb sorcs generally have no CP's spent in block cost reduction) - but the sorc cast 6 shields - the other player cast one heal.
Shields are expensive to cast. The resource changes makes them even more expensive and recovery slower.
See, this is the advantage of reactive defences - they only cost resources when needed.
Can a sorc use shields reactively? Well, casting a shield does not instantly ani-cancel anything else you are doing like block or dodge - and the effect does not apply until right at the end of the animation - so no.
Can they take the hit and heal up afterwards? Not with light armour they can't - and especially not if using divines/infused rather than impen to get that bigger shield.
Wreuntzylla wrote: »Floki_Vilgerdarson wrote: »As someone mentioned above, sorcs are going to have to balance resources between keeping their shields up and doing damage. They can be tanky or do burst damage, but doing both will take better resource management.
Either way the patch notes are the Nerf you are looking for.
Floki
I don't get it. If you nerf sustain across the board, how is it that only sorc is affected? I thought it was a blanket nerf?
Yeah, a lot of people don't get this.. Its not that sorcs are the only ones affected - but they are affected MORE. Here's how it goes..
Lets say your survivability comes from blocking/mitigation/healing. You're in a many vs many fight, happily run around block-casting attacks from range ithout a care in the world for maybe 10 seconds until somebody attacks you back. You block the attack - it costs you some stamina, you only take a little damage
Lets say you do a channel - and get hit while not blocking - so you've lost some more health and need to heal - so you cast a heal...
The only defensive resources you have used are the cost of one block and one heal.
Now for a sorc entering the same fight - a sorc who is being careful on resources and NOT constantly shield-stacking.
First you cast a shield, and move into range. Do your 3-second rotation, cast another shield. 3 second rotation, another shield, another 3 secs, another shield. You get attacked, damaging your shield - so immediately pop your 2n'd shield.
Do you rotation again, and your frag gets reflected. You know its gonna knock you down and you need to re-shield anytime so don't want to be on your butt with no shield - so you block to avoid the knockdown - and re-shield.
So for that same duration of combat, and same amount of incoming attacks, both have done one block (nb sorcs generally have no CP's spent in block cost reduction) - but the sorc cast 6 shields - the other player cast one heal.
Shields are expensive to cast. The resource changes makes them even more expensive and recovery slower.
See, this is the advantage of reactive defences - they only cost resources when needed.
Can a sorc use shields reactively? Well, casting a shield does not instantly ani-cancel anything else you are doing like block or dodge - and the effect does not apply until right at the end of the animation - so no.
Can they take the hit and heal up afterwards? Not with light armour they can't - and especially not if using divines/infused rather than impen to get that bigger shield.
Wreuntzylla wrote: »Floki_Vilgerdarson wrote: »As someone mentioned above, sorcs are going to have to balance resources between keeping their shields up and doing damage. They can be tanky or do burst damage, but doing both will take better resource management.
Either way the patch notes are the Nerf you are looking for.
Floki
I don't get it. If you nerf sustain across the board, how is it that only sorc is affected? I thought it was a blanket nerf?
Yeah, a lot of people don't get this.. Its not that sorcs are the only ones affected - but they are affected MORE. Here's how it goes..
Lets say your survivability comes from blocking/mitigation/healing. You're in a many vs many fight, happily run around block-casting attacks from range ithout a care in the world for maybe 10 seconds until somebody attacks you back. You block the attack - it costs you some stamina, you only take a little damage
Lets say you do a channel - and get hit while not blocking - so you've lost some more health and need to heal - so you cast a heal...
The only defensive resources you have used are the cost of one block and one heal.
Now for a sorc entering the same fight - a sorc who is being careful on resources and NOT constantly shield-stacking.
First you cast a shield, and move into range. Do your 3-second rotation, cast another shield. 3 second rotation, another shield, another 3 secs, another shield. You get attacked, damaging your shield - so immediately pop your 2n'd shield.
Do you rotation again, and your frag gets reflected. You know its gonna knock you down and you need to re-shield anytime so don't want to be on your butt with no shield - so you block to avoid the knockdown - and re-shield.
So for that same duration of combat, and same amount of incoming attacks, both have done one block (nb sorcs generally have no CP's spent in block cost reduction) - but the sorc cast 6 shields - the other player cast one heal.
Shields are expensive to cast. The resource changes makes them even more expensive and recovery slower.
See, this is the advantage of reactive defences - they only cost resources when needed.
Can a sorc use shields reactively? Well, casting a shield does not instantly ani-cancel anything else you are doing like block or dodge - and the effect does not apply until right at the end of the animation - so no.
Can they take the hit and heal up afterwards? Not with light armour they can't - and especially not if using divines/infused rather than impen to get that bigger shield.
No, wards are basically the magicka equivalent of blocking when youre taking heavy burst damage. You actually do have a reactive heal and it's called Healing Ward.
Now, most magicka sorcs will get blown up if they try to use ward and annulment reactively but thats only because of gear choices they take for granted. No other class can hope to survive in 5 light (and with some pieces not impenetrable, even).
Magicka sorcs arent overpowered. Pirate Skeleton, Necropotence, Lich, Burning Spellweave, Amberplasm etc are all ridiculously strong build options that maybe shouldnt have been added to the game the way they are right now.
But hey, same can be said for other specs and sets like velidreth, selene, tremorscale, viper, draugr hulk etc etc. People are just picking on magicka sorcs because if youre fighting a magicka sorc and dont have enough burst damage the fight can genuinely feel hopeless. Not being able to dent an enemy's healthbar tends to *** people off.
Wreuntzylla wrote: »Floki_Vilgerdarson wrote: »As someone mentioned above, sorcs are going to have to balance resources between keeping their shields up and doing damage. They can be tanky or do burst damage, but doing both will take better resource management.
Either way the patch notes are the Nerf you are looking for.
Floki
I don't get it. If you nerf sustain across the board, how is it that only sorc is affected? I thought it was a blanket nerf?
Yeah, a lot of people don't get this.. Its not that sorcs are the only ones affected - but they are affected MORE. Here's how it goes..
Lets say your survivability comes from blocking/mitigation/healing. You're in a many vs many fight, happily run around block-casting attacks from range ithout a care in the world for maybe 10 seconds until somebody attacks you back. You block the attack - it costs you some stamina, you only take a little damage
Lets say you do a channel - and get hit while not blocking - so you've lost some more health and need to heal - so you cast a heal...
The only defensive resources you have used are the cost of one block and one heal.
Now for a sorc entering the same fight - a sorc who is being careful on resources and NOT constantly shield-stacking.
First you cast a shield, and move into range. Do your 3-second rotation, cast another shield. 3 second rotation, another shield, another 3 secs, another shield. You get attacked, damaging your shield - so immediately pop your 2n'd shield.
Do you rotation again, and your frag gets reflected. You know its gonna knock you down and you need to re-shield anytime so don't want to be on your butt with no shield - so you block to avoid the knockdown - and re-shield.
So for that same duration of combat, and same amount of incoming attacks, both have done one block (nb sorcs generally have no CP's spent in block cost reduction) - but the sorc cast 6 shields - the other player cast one heal.
Shields are expensive to cast. The resource changes makes them even more expensive and recovery slower.
See, this is the advantage of reactive defences - they only cost resources when needed.
Can a sorc use shields reactively? Well, casting a shield does not instantly ani-cancel anything else you are doing like block or dodge - and the effect does not apply until right at the end of the animation - so no.
Can they take the hit and heal up afterwards? Not with light armour they can't - and especially not if using divines/infused rather than impen to get that bigger shield.
No, wards are basically the magicka equivalent of blocking when youre taking heavy burst damage. You actually do have a reactive heal and it's called Healing Ward.
Now, most magicka sorcs will get blown up if they try to use ward and annulment reactively but thats only because of gear choices they take for granted. No other class can hope to survive in 5 light (and with some pieces not impenetrable, even).
Magicka sorcs arent overpowered. Pirate Skeleton, Necropotence, Lich, Burning Spellweave, Amberplasm etc are all ridiculously strong build options that maybe shouldnt have been added to the game the way they are right now.
But hey, same can be said for other specs and sets like velidreth, selene, tremorscale, viper, draugr hulk etc etc. People are just picking on magicka sorcs because if youre fighting a magicka sorc and dont have enough burst damage the fight can genuinely feel hopeless. Not being able to dent an enemy's healthbar tends to *** people off.
The bit I bolded is, I think the basis of a lot of the shieldnerf threads. It's psychologically very different to seeing someone's health drop then come back up again.
ZOS have already decreased pirate skeleton power, let the shields in peace