I wrote a bug report a few weeks ago about an issue I found on the PTS, and posted the report also in this forum.
The problem concerns the damage shield and its ability to purge any bleeding effects and its ability to grant a full immunity to bleeding effects as long as a damage shield is up and running. Some players replied to me that this was a game mechanic implemented quite a long time ago, but I could not find any official statement about it.
Of course, I'm pretty sure that there were good reasons at that time to implement it this way. But with all the changes made to the update 6, I feel like this game mechanic is now questionable, especially in Cyrodiil.
Many players have changed their game play in PvP. While I was on the PTS, I could see that most people now make sure that they always have a damage shield up and running, and as soon as it is no longer active they cast another one. This new play style may be explained by different reasons: the changes made to the armor rating, the changes made to impenetrable, and the fact that casting a damage shield offers a great protection while being extremely affordable.
If people always have a damage shield to protect themselves from incoming damage, their damage shield also grants them a full immunity to any bleeding effects. The consequence on the combat system is quite important, because some active and passive abilities won't be able to apply their bleeding effects, for instance:
- Cleave (2H) and all its morphs
- Twin slashes (DW) and all its morphs; blood craze does not heal as the bleeding effect is purged
- Twin blade and blunt: wearing 1H axes will not apply the bleeding effect
- Twin sisters set (pvp set)
This has also an impact on stamina builds: the damage caused by bleeding effects scales off stamina, and therefore this game mechanic reduces the efficiency of some stamina builds. The build diversity is a bit narrowed since DOT based stamina builds are no more viable in this context.
When I read the 1.6 release notes, I can see this:
- The bleed from dual wielding axes can now critically hit.
- Melee abilities that apply a bleed will now all properly ignore your target’s armor.
In a PvE context, this looks great. But in a PvP environment, this is a bit useless because of the damage shields.
I'd love to read some official statement about this issue: is this just a bug, or something intentional? And if this is intentional, is there any chance that it gets some attention at some point in the future, so as to make sure that the impacts on bleed skills and PvP sets are at the right level in 1.6, especially for the stamina players roaming in Cyrodiil?