If shields were to be critable they would have to be subject to crit themselves (meaning increased shield if you crit cast them - ofc also modified by your heal/dmg crit cp).
Also physical- and spellresistance would have to work on shields aswell as impenetrable, because the reason why shields can not be crit is that all those don´t work on shields.
Also you should be able to crit on block, because why would you not be able to critically hit someone blocking but a magical barrier?
make Pirate Skeletton damage reduction not applies on shield ( it looks like the majority of the community agrees on this )
it's pretty obvious that shields are too good, thats why a lot of other games have mechanics to keep them in check.
shields have the best of both worlds.
they can be used preemptively like a hot AND in clutch situations like an instant heal.
yes, they don't profit from resistances, but that makes hardly a difference for light armor users and most importantly, they can't be crit.
so, what to do?
making them critable is just too much, they would lose a lot of value, and the fact that they are not critable is not the problem.
the problem is, as mentioned before, they have the best of both worlds.
applying and stacking them gives a high amount of leeway in a fight, which is what makes them so good.
my personal fix would be to do the following:
if a shield is applied to a target with 100% health, reduce it's amount by half.
stacking would be possible, but not as strong.
shields would basically cost double for their value, if used preemptively.
shields would remain as strong in clutch situations.
good players would still be possible to get the most value out of their shields, relying on their skill to use them in the right situations instead of mindlessly reapplying them every 6 seconds.
How about they make your max total shield based on your character level rather than your stat level.
This means that if your stat is below 25k, this is a buff. If it is above 25k, this is a nerf.
Oh. And get rid of the shield debuff in cyrodiil then once this happens. That was the worst nerf ever as far as just blanket nerfing everything and not addressing the problem.
How about they make your max total shield based on your character level rather than your stat level.
This means that if your stat is below 25k, this is a buff. If it is above 25k, this is a nerf.
Oh. And get rid of the shield debuff in cyrodiil then once this happens. That was the worst nerf ever as far as just blanket nerfing everything and not addressing the problem.
You´d have to do the same to every dmg and heal mechanic aswell.
Shields are already limited in that regard as they only scale with resource.
It´s one of my main pet peeves with the "shields are so freaking op" crowd that say you get everything by just stacking resource.
It´s true you get offense and defense by stacking magica. But how is a heavy armor build different that stacks weapondmg. The scaling on weapondmg bonuses for healing and damage is unarguably better than the scaling of resources and basically every class (except for templar) can eliminate regen from their builds entirely - that´s fine but shields scaling only on max resource isn´t? Aha.
Waffennacht wrote: »How about they make your max total shield based on your character level rather than your stat level.
This means that if your stat is below 25k, this is a buff. If it is above 25k, this is a nerf.
Oh. And get rid of the shield debuff in cyrodiil then once this happens. That was the worst nerf ever as far as just blanket nerfing everything and not addressing the problem.
You´d have to do the same to every dmg and heal mechanic aswell.
Shields are already limited in that regard as they only scale with resource.
It´s one of my main pet peeves with the "shields are so freaking op" crowd that say you get everything by just stacking resource.
It´s true you get offense and defense by stacking magica. But how is a heavy armor build different that stacks weapondmg. The scaling on weapondmg bonuses for healing and damage is unarguably better than the scaling of resources and basically every class (except for templar) can eliminate regen from their builds entirely - that´s fine but shields scaling only on max resource isn´t? Aha.
There's the @Derra we fell in love with lol.
Agree 100%