darkknightfkb16_ESO wrote: »Don´t even mention teleport in the game where every class, except sorcs mind you, have a gap closer and every weapon set has either full range or a gap closer
DKs have no real class gap closer (I know chains is there but it hardly does the same job) and Dual Wield has no range or gap closer.
Except that stamina characters have not to make this decision as their damage mitigation comes from dodgeroll and not shields.
darkknightfkb16_ESO wrote: »Don´t even mention teleport in the game where every class, except sorcs mind you, have a gap closer and every weapon set has either full range or a gap closer
DKs have no real class gap closer (I know chains is there but it hardly does the same job) and Dual Wield has no range or gap closer.
DW: Flying blade does the same dmg as crushing shock and is 36m range in pvp.
DK: Chains is bugged currently but once it´s working as intended it will function either as a pull or a gap closer...
darkknightfkb16_ESO wrote: »darkknightfkb16_ESO wrote: »Don´t even mention teleport in the game where every class, except sorcs mind you, have a gap closer and every weapon set has either full range or a gap closer
DKs have no real class gap closer (I know chains is there but it hardly does the same job) and Dual Wield has no range or gap closer.
DW: Flying blade does the same dmg as crushing shock and is 36m range in pvp.
DK: Chains is bugged currently but once it´s working as intended it will function either as a pull or a gap closer...
Fair enough.
Shields should scale off health.
This way a player can choose between having decent survivability and somewhat limited damage potential. Or they could go for full glass cannon mode, playing a high risk but high damage dealing character.
It's the same choice stamina characters have to make really.
Except that stamina characters have not to make this decision as their damage mitigation comes from dodgeroll and not shields.
Problem most stamina players have is they are to stupid to dodge and shields are a million times easier to use. A good dodgeroll will prevent more dmg than a shield though (Edit: Since most players are to dumb to understand this - dodging 8k CF + 5k CS + 1.3 light attack is more than shields can do for you atm).
Edit: And stamina chars got a super effective heal added that is not tied to specific weapon use! I admit that it takes a little effort to get.
xsorusb14_ESO wrote: »The fact that you can't figure out that while 1v1 will never be fully balanced, you can actually make it somewhat reasonably balanced without having super overpowered present. Right now shields are super overpowered... Anyone who's not a fool sorc knows this... They need to fix the issues present though before they nerf shields, but pretending shields are fine because you died to multiple people hitting you once is moronic and hilariously bad logic.
You can also make 1v1 reasonably balanced without blindly nerfing skills, based only on 1v1 duel results. I've never once said "shields are fine". That's you blindly assuming I mean one thing, when I've made my stand clear multiple times already.
Shields should scale off health.
This way a player can choose between having decent survivability and somewhat limited damage potential. Or they could go for full glass cannon mode, playing a high risk but high damage dealing character.
It's the same choice stamina characters have to make really.
Except that stamina characters have not to make this decision as their damage mitigation comes from dodgeroll and not shields.
Problem most stamina players have is they are to stupid to dodge and shields are a million times easier to use. A good dodgeroll will prevent more dmg than a shield though (Edit: Since most players are to dumb to understand this - dodging 8k CF + 5k CS + 1.3 light attack is more than shields can do for you atm).
Edit: And stamina chars got a super effective heal added that is not tied to specific weapon use! I admit that it takes a little effort to get.
This heal which requires a little amount of effort doesn't prevent crits from happening, doesn't prevent your opponent from regenerating ultimate, and misses out on quite a few other perks shields tend to have.
Also, what again keeps the shield stacking sorcerer from dodgerolling? Absolutely nothing. Though I admit, you can't really nuke someone while having the dodgeroll active, unlike with shields!
Problem is, most magicka users are to fond of their benefits to hold a honest discussion. (lame generalization, like the utterly *** remark that stamina users would be to dumb to dodgeroll.)
xsorusb14_ESO wrote: »darkknightfkb16_ESO wrote: »darkknightfkb16_ESO wrote: »Don´t even mention teleport in the game where every class, except sorcs mind you, have a gap closer and every weapon set has either full range or a gap closer
DKs have no real class gap closer (I know chains is there but it hardly does the same job) and Dual Wield has no range or gap closer.
DW: Flying blade does the same dmg as crushing shock and is 36m range in pvp.
DK: Chains is bugged currently but once it´s working as intended it will function either as a pull or a gap closer...
Fair enough.
Flying Blades in no way is remotely close to Crushing Shock..Don't let him fool you.
And Chains will never be a viable Gap Closer in this game.
Shields shouldn't stack. Just make it so only one shield (the strongest) can be active at a time.
Perhaps you can't dodgeroll as often as a dedicated stamina user. But your dodgeroll is just as effective as that of anyone else. You can't claim the same about a stamina user casting a shield.
Aside from not being able to cast it as often, it would be absolutely worthless. Funny thing is, that if damage shields scaled off health a stamina user would be able to use it exactly as well as you can dodgeroll. Not very often, but still just as effectively.
I am in fact very comfortable with some of the benefits shields have (including the ability to avoid critical hits)
What I am not comfortable with the fact that shields grant as much mitigation as they do without sacrificing offensive power in the least.
If a glass cannon can mitigate as much damage as a tank, yet dish out three times as much damage, there is a balance issue.
Anyway, back on subject, what would be a reason not to have shields scale of health?
Anyway, back on subject, what would be a reason not to have shields scale of health?
You have to look at the overall classes, not just individual skills. Shield Scaling impacts both survivability and DPS. Here are the key factors impacting those in 1.6 for magicka-based sorcs:
- Our primary survival mechanism, Critical Surge, has been severely nerfed. We don't have a class heal comparable to what DK's and Templars have. Shields are now it
-Light Armor is now useless for mitigation. Rightly so, but this has a big impact on casters, emphasizing active defenses
- Sorc DPS is adequate, but only if we stack magicka. Almost all of the complaints are PvP-related, and thus don't take into account things like sustained DPS
In short, scaling the sorc class shield off magicka allows them to build decent survivability and damage. Scaling it off health makes them choose between the two. That doesn't make them a glass cannon, either. Sorc DPS is adequate, but it's hardly head-and-shoulders above what Templars and DK's output.
That isn't to say the current iteration is perfect. Sorc shields should scale off the higher of magicka or stamina, for example, to make them viable for stamina sorcs. Also, nobody should be stacking three kinds of shields, all at full effectiveness. Shields should not block ultimate gain. But you can't just cut our shields in half and expect the clanfear pet to tank folks in Cyrodil
Nivzruo_ESO wrote: »There is really only 1 shield causing all the fuss and that is the sorc ward. Just nerf it and be done with it.. sure all ur sorcs will rage quit but atleast the QQrs will be happy and we all know they matter most.
xsorusb14_ESO wrote: »
Who said anything about blindly nerfing skills? Its been pretty damn specific what needs to be fixed. Also if you don't think Shields are fine, then why are you blindly defending them by saying they're perfectly fine because 1v1 pvp can never be remotely balanced (which is horseshit like I said)
This is what I would like to stop reading about.. People 1v1 duel all day and then come here and complain about balance... It's not possible for ESO to EVER be balanced around 1v1 without a complete rework to combat. The only game that achieves perfect balance for 1v1 are FPS games. Since a win is nearly 100% reliant on player skill(although map design can favor one side over the other).
This game can only be balanced around group play. I think a 3v3 or 5v5 is a good environment to aim for "balanced" gameplay. Personally I would like to see more group fight vids and feedback, less 1v1 dueling results.
Yes, thank you for providing the humor.This is getting hilarious...
Then allow me to explain it to you. Going from a core class ability to an ability that is no longer worth taking up a slot on your ability bar would be considered to be a major nerf.For the very first time the skill is actually usable in PvP, and you're crying how it got "nerfed"? I fail to see logic. it- Our primary survival mechanism, Critical Surge, has been severely nerfed. We don't have a class heal comparable to what DK's and Templars have. Shields are now it
Light armor on Live was even squishier than Medium but somehow Sorcerers also survived without spamming damage shields. Oh that's right, we had a heal back then.Light armour is now pretty much what medium is on live: squishy. Somehow, medium armour users have survived without spamming dmg shields / heals.
When you reduce both the armor rating and spell resistance to a small fraction of other armor types AND remove the only class ability to heal themselves then yes, Shields become "must haves".That said, I do agree more defensive skills should be added, just not in the form of more shields/heals (which should remain viable choices, but not "must haves").
What do I want?- Sorc DPS is adequate, but only if we stack magicka. Almost all of the complaints are PvP-related, and thus don't take into account things like sustained DPS
I'm quite certain every magicka DPS (not just sorcs) needs magicka/spell dmg to deal high damage, and sorc DPS actually got some pretty significant buffs in 1.6, along with the possibility of dealing more burst damage than most stamina builds. What more do you want? 90% dmg reduction? Flying dragon mount that destroys everyone?
Unkillable? Clearly you haven't done enough testing yet on PTS. Might I suggestScaling the shield off magicka allows you to build an unkillable character that also has access to some of the highest burst damage in the game. Crying about Sorc DPS clearly indicates you haven't done enough testing yet on PTS...
Start thinking outside the box.
LOL, so glad you saved the best laugh for last. So the class with over half a dozen abilities that return heals would like to see the Sorcerer with no Heal or damage shield.That isn't to say the current iteration is perfect. Sorc shields should scale off the higher of magicka or stamina, for example, to make them viable for stamina sorcs. Also, nobody should be stacking three kinds of shields, all at full effectiveness. Shields should not block ultimate gain. But you can't just cut our shields in half and expect the clanfear pet to tank folks in Cyrodil
Why should you tank people in Cyrodiil? I don't think you're supposed to do that in light armour. You've got spells like Bolt Escape, which you can use for survivability & I'd like to see more added that aren't a dmg shield or a heal.
Can I assume then that you also feel that people in Heavy armor aren't supposed to DPS and people in Medium armor should be somewhere in between?Why should you tank people in Cyrodiil? I don't think you're supposed to do that in light armour.
xsorusb14_ESO wrote: »darkknightfkb16_ESO wrote: »darkknightfkb16_ESO wrote: »Don´t even mention teleport in the game where every class, except sorcs mind you, have a gap closer and every weapon set has either full range or a gap closer
DKs have no real class gap closer (I know chains is there but it hardly does the same job) and Dual Wield has no range or gap closer.
DW: Flying blade does the same dmg as crushing shock and is 36m range in pvp.
DK: Chains is bugged currently but once it´s working as intended it will function either as a pull or a gap closer...
Fair enough.
Flying Blades in no way is remotely close to Crushing Shock..Don't let him fool you.
And Chains will never be a viable Gap Closer in this game.
Chains is bugged. Should they get it to work it seems fine as a gap closer for me?
Flying blade has a 50% snare and deals slightly more damage than crushing shock. Flying Blade:5100 dmg at 27k stam and 2400 weapon power compared to Crushing shock: 4800 dmg @ 27k mag 2400 spellpower.
How is that not close or comparable @xsorusb14_ESO?
xsorusb14_ESO wrote: »
Who said anything about blindly nerfing skills? Its been pretty damn specific what needs to be fixed. Also if you don't think Shields are fine, then why are you blindly defending them by saying they're perfectly fine because 1v1 pvp can never be remotely balanced (which is horseshit like I said)
I'm amazed at how my simple words keep managing to go right over your head. Please go back and re-quote me where I said anything close to "Derp we can't balance 1v1, so why bother Derp".. Or, me saying "They're perfectly fine because 1v1 pvp can never be remotely balanced". Don't worry, I'll wait...
I just love how you say I "said", yet none of my posts even remotely reflect anything you posted. I never said 1v1 can never "remotely" be balanced. I said "perfect" 1v1 balance can never be achieved in this type of game. Which means some skills are ALWAYS going to be dominating in 1v1s. If it's not shield stacking, it's going to be something else. That doesn't mean we should remove shield stacking(as suggested multiple times on these boards), just because it's strong in x situation.
I don't get why you're off on some blind rant defending your cause like a fanboy, when I've only had a neutral stance this entire time. I'll make your job easier though and just post my original(and directed at no one specific) post that you decided to regurgitate on for whatever reason.
This is what I would like to stop reading about.. People 1v1 duel all day and then come here and complain about balance... It's not possible for ESO to EVER be balanced around 1v1 without a complete rework to combat. The only game that achieves perfect balance for 1v1 are FPS games. Since a win is nearly 100% reliant on player skill(although map design can favor one side over the other).
This game can only be balanced around group play. I think a 3v3 or 5v5 is a good environment to aim for "balanced" gameplay. Personally I would like to see more group fight vids and feedback, less 1v1 dueling results.
Again, it wasn't directed at any one individual, so it was some pretty up in the air statements about what I keep reading on the forums. I didn't quote anyone and say "You're so wrong. Balance is great in x situation, so lets ignore 1v1 completely".
Nightreaver wrote: »Yes, thank you for providing the humor.This is getting hilarious...Then allow me to explain it to you. Going from a core class ability to an ability that is no longer worth taking up a slot on your ability bar would be considered to be a major nerf.For the very first time the skill is actually usable in PvP, and you're crying how it got "nerfed"? I fail to see logic. it- Our primary survival mechanism, Critical Surge, has been severely nerfed. We don't have a class heal comparable to what DK's and Templars have. Shields are now it
Crit chance (which the heals are dependent on has been lowered)
Nightreaver wrote: »The amount of healing the Heal does has been lowered from 65% to 40% for Magicka builds
Nightreaver wrote: »A CD was added to the Heal reducing heals to almost nothing.
Nightreaver wrote: »The base ability now increases Weapon damage which does absolutely nothing for a Sorcerer using a Magicka build.
Power Surge adds Spell damage but also still includes Weapon damage which again, is useless to a Magicka build. I would MUCH rather trade the worthless weapon damage buff for the 50% increase in healing that the Stamina morph version gets.
They added a CD to the heal, this means:
1) That Crushing Shock so many are complaining about is now only getting 1/3 of the heals
2) An AOE hitting 6 targets now receives 1/6 of the heals
Unless of course the ST or AOE also contains DOTs.....in which case the healing is even lower.
Nightreaver wrote: »Light armor on Live was even squishier than Medium but somehow Sorcerers also survived without spamming damage shields. Oh that's right, we had a heal back then.Light armour is now pretty much what medium is on live: squishy. Somehow, medium armour users have survived without spamming dmg shields / heals.
Now in 1.6, in addition to making our heal useless, Medium has 3 times the Armor rating AND 3 times the Spell resistance of Light armor.
Nightreaver wrote: »When you reduce both the armor rating and spell resistance to a small fraction of other armor types AND remove the only class ability to heal themselves then yes, Shields become "must haves".That said, I do agree more defensive skills should be added, just not in the form of more shields/heals (which should remain viable choices, but not "must haves").
Nightreaver wrote: »What do I want?- Sorc DPS is adequate, but only if we stack magicka. Almost all of the complaints are PvP-related, and thus don't take into account things like sustained DPS
I'm quite certain every magicka DPS (not just sorcs) needs magicka/spell dmg to deal high damage, and sorc DPS actually got some pretty significant buffs in 1.6, along with the possibility of dealing more burst damage than most stamina builds. What more do you want? 90% dmg reduction? Flying dragon mount that destroys everyone?
A Magicka build with DPS that can compete with DKs and NBs while maintaining the Survivability they have while doing that DPS.
Nightreaver wrote: »Unkillable? Clearly you haven't done enough testing yet on PTS. Might I suggestScaling the shield off magicka allows you to build an unkillable character that also has access to some of the highest burst damage in the game. Crying about Sorc DPS clearly indicates you haven't done enough testing yet on PTS...Start thinking outside the box.
Nightreaver wrote: »LOL, so glad you saved the best laugh for last. So the class with over half a dozen abilities that return heals would like to see the Sorcerer with no Heal or damage shield.That isn't to say the current iteration is perfect. Sorc shields should scale off the higher of magicka or stamina, for example, to make them viable for stamina sorcs. Also, nobody should be stacking three kinds of shields, all at full effectiveness. Shields should not block ultimate gain. But you can't just cut our shields in half and expect the clanfear pet to tank folks in Cyrodil
Why should you tank people in Cyrodiil? I don't think you're supposed to do that in light armour. You've got spells like Bolt Escape, which you can use for survivability & I'd like to see more added that aren't a dmg shield or a heal.
@Snit actually offers some well thought-out alternatives. Using the pet doesn't imply Tanking. If a Sorcerer had no heals and no shields then the only means of defense left to him would be a pet that can draw aggro away from the Sorcerer, which CLEARLY would not work in PvP.
Nightreaver wrote: »
I'm happy you found my post entertaining.
I'm happy you found my post entertaining.
Everything about your posts says that your primary, or only concern is one vs one balance for top-end players running min-maxed specs in Cyrodil. I agree that is important. But it probably represents a very small percent of the overall time the player base spends in the game as a whole. You can't balance based solely, or even mostly on that.
I'm not going to try to convince you of the sorcerer point of view. You're not interested in it. Perhaps you'll at least acknowledge that different views exist, however, and they don't represent 'crying.'
I'm no game developer, either. Just a consumer who is tired of seeing ZOS nerf classes because a tiny percentage of dedicated, top-end PvP players complain loud and long on the forums.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »darkknightfkb16_ESO wrote: »darkknightfkb16_ESO wrote: »Don´t even mention teleport in the game where every class, except sorcs mind you, have a gap closer and every weapon set has either full range or a gap closer
DKs have no real class gap closer (I know chains is there but it hardly does the same job) and Dual Wield has no range or gap closer.
DW: Flying blade does the same dmg as crushing shock and is 36m range in pvp.
DK: Chains is bugged currently but once it´s working as intended it will function either as a pull or a gap closer...
Fair enough.
Flying Blades in no way is remotely close to Crushing Shock..Don't let him fool you.
And Chains will never be a viable Gap Closer in this game.
Chains is bugged. Should they get it to work it seems fine as a gap closer for me?
Flying blade has a 50% snare and deals slightly more damage than crushing shock. Flying Blade:5100 dmg at 27k stam and 2400 weapon power compared to Crushing shock: 4800 dmg @ 27k mag 2400 spellpower.
How is that not close or comparable @xsorusb14_ESO?
Because you can weave Crushing Shock with Light Attacks, and any number of other abilities.