Also, you'd be surprised how many people are "top-end players..."
xsorusb14_ESO wrote: »There, that wasn't so hard.
You make a post about people dueling 1v1 all the day and complaing about balance, say its not possible to be balanced, then proceed to say that we should balance around 3v3 and 5v5 gameplay....in a post about a shield stacking, Then you make another post right after that talking how people shouldn't blindly nerf things just because it effects 1v1 duels.
xsorusb14_ESO wrote: »I think most people want the bugs fixed, and when that's done if they're still overpowered, scale them off HP like they should be in the first place.
xsorusb14_ESO wrote: »There, that wasn't so hard.
You make a post about people dueling 1v1 all the day and complaing about balance, say its not possible to be balanced, then proceed to say that we should balance around 3v3 and 5v5 gameplay....in a post about a shield stacking, Then you make another post right after that talking how people shouldn't blindly nerf things just because it effects 1v1 duels.
Exactly.. Which is nothing like anything you stated that I posted in your previous posts.. Whether it's a thread QQing about shield stacking or a future thread QQing about the new OP 1v1 skill as a result, this game needs to be balanced around group play. 3v3 or 5v5 are usually where most devs try to achieve "perfect" balance.
There are far too many limitations and "hand holding" to achieve perfect 1v1 balance in ESO. Remove the tab target and give us access to more abilities, then it would have a better shot at it(that's why Darkfall Online was the only MMORPG in recent memory that was balanced for 1v1). Until that happens, there will always be a dominate skill that shines in a 1v1 scenario.xsorusb14_ESO wrote: »I think most people want the bugs fixed, and when that's done if they're still overpowered, scale them off HP like they should be in the first place.
Semantics aside, I agree with this. Again, my original statement was more about the posts just saying to hard nerf shields, based on their 1v1 experience.
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.
Wow. You are the one in a million kind of special person .
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.
Those "top end player min-max specs" are just as unbalanced in 1vX, as they are in 1v1.
If someone can tank multiple people while spamming dmg shields, while the person without them is dead in 5 seconds, how is that balanced?
Also, you'd be surprised how many people are "top-end players", considering 3/4 are using a dmg shield in PvP.
Only 7% of players are playing a pure DPS character:
http://forums.elderscrollsonline.com/discussion/144002/do-you-have-a-heal-or-a-dmg-shield-slotted-on-your-hotbar/p1
I fall in that 7%, which by no means are "top-end players", as a "top-end player" would never intentionally gimp him/herself by not slotting these abilities.
I simply happen to care how I play the game & what kind of character I'm playing, rather than what is most effective due to broken game mechanics.
Quite the opposite of how you perceive me, eh?
So yeah, lets talk about diversity & whether those things might a bit too strong, considering most of the population are using them...
P.S. I have a Sorcerer (not a traditional one though), so I'm fully aware of the "Sorcerer PoV". I also know Sorcerers are pretty much the strongest class in PvP right now (when played by a skilled person).
Also, you'd be surprised how many people are "top-end players..."
On PTS. That's not a representative sample of the overall player base. And again, you're only thinking of Cyrodil.
I suspect that the sorcs you see handling 1v5's just fine are somehow finding five people who between them brought no CC's, or who lack the patience to make that sorc run through his tiny stamina pool.
Still, nobody wants unkillable anythings. I don't want to see sorcs become like the orginal version of batswarming vampire DK's, either.
I do think shields shouldn't stack, and that they shouldn't block ultimates or be immune to DoT's. None of that stuff makes sense. But radical solutions like "Tie to them health" ignore the fact that magicka sorcs are really effing squishy without shields, and they don't have such great sustained DPS that they can pour points into health and still compete.
xsorusb14_ESO wrote: »In a game with multiple forms of PvP in a large scale setting, you don't balance the game around group play while ignoring 1v1. That's just silly and a cop out to the problem at hand. In fact I can't think of a single Massive Scale MMO that ever took that approach, be it DAOC/WAR/GW2.
While you'll never get perfect balance like i said, leaving in overpowered crap like shields right now just because you think its fine in larger scale pvp is just downright silly.
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.
Those "top end player min-max specs" are just as unbalanced in 1vX, as they are in 1v1.
If someone can tank multiple people while spamming dmg shields, while the person without them is dead in 5 seconds, how is that balanced?
Also, you'd be surprised how many people are "top-end players", considering 3/4 are using a dmg shield in PvP.
Only 7% of players are playing a pure DPS character:
http://forums.elderscrollsonline.com/discussion/144002/do-you-have-a-heal-or-a-dmg-shield-slotted-on-your-hotbar/p1
I fall in that 7%, which by no means are "top-end players", as a "top-end player" would never intentionally gimp him/herself by not slotting these abilities.
I simply happen to care how I play the game & what kind of character I'm playing, rather than what is most effective due to broken game mechanics.
Quite the opposite of how you perceive me, eh?
So yeah, lets talk about diversity & whether those things might a bit too strong, considering most of the population are using them...
P.S. I have a Sorcerer (not a traditional one though), so I'm fully aware of the "Sorcerer PoV". I also know Sorcerers are pretty much the strongest class in PvP right now (when played by a skilled person).
If you honestly still believe that shields are unbalanced even in a 1v2 scenario on pts with stamina builds being able to literally two shot anyone in light armor below 25k hp i can only pray to god that there comes the day that you start to play without your blindfold.
Shields are a problem in 1v1, for a group of idiots and low dmg tankbuilds. That is it.
Also if you manage to open on somebodys HP out of stealth with a decent gear setup no shield in the world will save them.
xsorusb14_ESO wrote: »In a game with multiple forms of PvP in a large scale setting, you don't balance the game around group play while ignoring 1v1. That's just silly and a cop out to the problem at hand. In fact I can't think of a single Massive Scale MMO that ever took that approach, be it DAOC/WAR/GW2.
While you'll never get perfect balance like i said, leaving in overpowered crap like shields right now just because you think its fine in larger scale pvp is just downright silly.
Of course you don't ignore 1v1 balance. If a skill allows someone to 1 shot a player or become unkillable, then obviously it should be looked at. No one should become a god in ANY of the 3 scenarios(1v1, small scale, and mid-large scale). None of those games you mentioned were ever balanced in 1v1 though(and they never will be without a change to combat mechanics). GW2, as a recent example, balances their pvp around their structured pvp environment, not WvW zerging or duels.
...now would have a good heal as well (Surge), if you could crit on dmg shields.
Also, you'd be surprised how many people are "top-end players..."
On PTS. That's not a representative sample of the overall player base. And again, you're only thinking of Cyrodil.
I suspect that the sorcs you see handling 1v5's just fine are somehow finding five people who between them brought no CC's, or who lack the patience to make that sorc run through his tiny stamina pool.
Still, nobody wants unkillable anythings. I don't want to see sorcs become like the orginal version of batswarming vampire DK's, either.
I do think shields shouldn't stack, and that they shouldn't block ultimates or be immune to DoT's. None of that stuff makes sense. But radical solutions like "Tie to them health" ignore the fact that magicka sorcs are really effing squishy without shields, and they don't have such great sustained DPS that they can pour points into health and still compete.
I think you are underestimating the amount of burst damage you can get as a Sorcerer.
After 1.6, Sorcerer will most likely be the class with highest out of stealth burst in game. The only thing preventing sorcs from utilizing that burst, are damage shields (not just Hardened Ward, but also Blazing Shield, Harness Magicka etc)
Also, you have the best mobility of all classes (BE) & now would have a good heal as well (Surge), if you could crit on dmg shields.
I'm fine with one class being squishier (but having these other benefits) than others and another being tankier.
If we all were equally squishy/tanky, why bother with classes at all?
...now would have a good heal as well (Surge), if you could crit on dmg shields.
Surge is a shadow of its former self, even in PvE against completely unshielded mobs. I won't go all internet and declare it "useless" or "worst skill ever," but the amount of actual healing provided has been cut by well more than half.
The change to Impenetrable made me think Surge might be useful in Cyrodil. But then I found it's not even that good in Craglorn, heh
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.
Those "top end player min-max specs" are just as unbalanced in 1vX, as they are in 1v1.
If someone can tank multiple people while spamming dmg shields, while the person without them is dead in 5 seconds, how is that balanced?
Also, you'd be surprised how many people are "top-end players", considering 3/4 are using a dmg shield in PvP.
Only 7% of players are playing a pure DPS character:
http://forums.elderscrollsonline.com/discussion/144002/do-you-have-a-heal-or-a-dmg-shield-slotted-on-your-hotbar/p1
I fall in that 7%, which by no means are "top-end players", as a "top-end player" would never intentionally gimp him/herself by not slotting these abilities.
I simply happen to care how I play the game & what kind of character I'm playing, rather than what is most effective due to broken game mechanics.
Quite the opposite of how you perceive me, eh?
So yeah, lets talk about diversity & whether those things might a bit too strong, considering most of the population are using them...
P.S. I have a Sorcerer (not a traditional one though), so I'm fully aware of the "Sorcerer PoV". I also know Sorcerers are pretty much the strongest class in PvP right now (when played by a skilled person).
If you honestly still believe that shields are unbalanced even in a 1v2 scenario on pts with stamina builds being able to literally two shot anyone in light armor below 25k hp i can only pray to god that there comes the day that you start to play without your blindfold.
Shields are a problem in 1v1, for a group of idiots and low dmg tankbuilds. That is it.
Also if you manage to open on somebodys HP out of stealth with a decent gear setup no shield in the world will save them.
This! So much this!!! Good players (not elites) and I mean people just barely above the crappy ones have zero issues taking down shields. Elite players rip right through them. I still fail to see the problem now that sorcs FINALLY have defense AT A COST. but whatever lol kill the sorc class because shields are to tough to get through or around. " the fight takes to long against sorcs now, please nerf"
Even 50% heal on an Entropy->Crystal Frag crit equals to Templar BoL~ more or less, while also dealing huge burst with the Crystal Frag.
Even 50% heal on an Entropy->Crystal Frag crit equals to Templar BoL~ more or less, while also dealing huge burst with the Crystal Frag.
I don't believe Entropy (I assume you mean Degeneration) procs on anything other than "weapon attacks," more specifically light and heavy attacks.
If Entropy procced on Crystal Fragments, that would be significant.
Even 50% heal on an Entropy->Crystal Frag crit equals to Templar BoL~ more or less, while also dealing huge burst with the Crystal Frag.
I don't believe Entropy (I assume you mean Degeneration) procs on anything other than "weapon attacks," more specifically light and heavy attacks.
If Entropy procced on Crystal Fragments, that would be significant.
I'm talking about the Major Empower buff (via Mages Guild passive) which you gain along with Major Sorcery after casting Entropy (either morph), which gives you a total of +40% damage on the next spell.
1) Not 100% of the players in PvP were fully immune to Crits so it was useful. It was more useful in PvP then than it is in PvE currently.
Crit chance was more or less 0% before 1.6, due to Impenetrable.
The ability had zero use.
So how did it get nerfed, I ask you?
Yay, and now it's zero% in PvE or at least as close to zero now as it was to zero in PvP. And it remains worthless in PvP. How is that useful again?The healing was zero % before in PvP.
Spoken as someone who has obviously never tried Surge in 1.6.Regardless, your damage has also been increased significantly, meaning that Crit Surge heals more or less the same amount as before (when you managed to proc it on someone not using dmg shield or Impenetrable).
That's interesting. I mean there have been a LOT of complaints about Sorcerers on Live but don't remember anyone ever complaining about Surge. Yet now somehow you would consider it OP even after it has been so severely nerfed.So you'd like an OP ability that makes you heal like GDB every time you deal damage, and when AoEing you'd like that to be even more. Right...
I can't even fathom what you are going on about? Surge was not only useful it was a core ability, do you even PvE? If not Surge then what Class ability do Sorcerers have on Live for Survivability? Bolt? Yet another Sorcerer class ability that everyone wants to get rid of?And which heal would you be talking about? I hope you're not talking about Crit Surge, since that is useless on Live (do you even PvP?)
If you're talking about resto staff, everyone has access to it. In 1.6 as well.
No, if I wanted to be a DK I would have rolled one.But I understand, you'd like to be unkillable & tank 20 people in your pyjamas. Makes perfect sense.
Apparently your definition of OP is any ability that another class that your class does not. How long does it take to kill a Sorcerer without a shield? One Hit? Because that's what it would be like if they were removed.Nope, shields become "must haves" because they are too strong (which is the whole point of this thread).
Awesome, now if only you would put as much thought into figuring how to adapt to 1.6 as you feel Sorcerers should and have.You've got it, you just need to figure out how to do it (tip: there's a skill in Mages Guild for awesome burst dmg).
Wow, sounds easy. Almost as easy as CC'ing a Sorc, bursting down the shield and then one shotting them. You just need to figure out how to do it.Burst someone, bolt escape out, repeat. Not that hard, and doable even on live (before any 1.6 Sorc buffs).
This thread exists because Sorcerers found a new way to adapt to 1.6 and others chose to whine about it rather than make any attempt to adapt themselves.I think this thread wouldn't exist if there wasn't a problem of unkillable shield spammers.
Wait? What? Damage shields are what is preventing Crit Surge from being viable? So EVERY mob and every player has damage shields permanently up?The only reason you (Sorcerer) don't have a heal in 1.6, is because
a) dmg shields prevent Crit Surge from working
or
b) you refuse to slot resto staff
Actually, I don't use a pet. Apparently that is ZOS's idea of a Sorcerers life mission. And I never used a shield until they destroyed our heal.But you seem to think that a Sorc's life mission is to spam shields & summon pets.
Well that certainly makes things much clearer now. I mean any thought I had that you were remotely interested in game balance just went out the window.There is a RPG archetype for Heavy Armour called "Warrior", present in most other (MMO)RPGs. These characters are usually perfectly capable of being DPS, though they play a bit differently.
I'm all for making Heavy Armour viable for DPS, I'd love that in fact.
xsorusb14_ESO wrote: »
So you believe shields should be looked at because they pretty much allow you to become a God currently in 1v1 combat? By looked at of course fix the bugs first then move to HP scaling if still broken.
xsorusb14_ESO wrote: »Also, GW2 does balance around 1v1 in WvW.....Confusion is a prime example of something that got gutted mainly because of WvW (It was always weaker in SPvP)
Nightreaver wrote: »1) Not 100% of the players in PvP were fully immune to Crits so it was useful. It was more useful in PvP then than it is in PvE currently.
Crit chance was more or less 0% before 1.6, due to Impenetrable.
The ability had zero use.
So how did it get nerfed, I ask you?
2) I just explained how it was nerfed. And yes those changes to Surge apply even to PvP. Do you read anyone else's posts or just your own?
Nightreaver wrote: »
Nightreaver wrote: »Spoken as someone who has obviously never tried Surge in 1.6.Regardless, your damage has also been increased significantly, meaning that Crit Surge heals more or less the same amount as before (when you managed to proc it on someone not using dmg shield or Impenetrable).
Was Sorcerer damage increased 50% to compensate for the reduction that Crit damage now does in PvP?
Nightreaver wrote: »Or the lowered Crit chance?
Nightreaver wrote: »Or the lowered percentage that it heals?
Or the severely reduced number of heals?
Nightreaver wrote: »That's interesting. I mean there have been a LOT of complaints about Sorcerers on Live but don't remember anyone ever complaining about Surge. Yet now somehow you would consider it OP even after it has been so severely nerfed.So you'd like an OP ability that makes you heal like GDB every time you deal damage, and when AoEing you'd like that to be even more. Right...
I already posted what I want but although you managed to quote almost everything I wrote, somehow that was overlooked so let me repeat it again. What I want is a Magicka build with DPS that can compete with DKs and NBs while maintaining the Survivability they have while doing that DPS.
Nightreaver wrote: »I can't even fathom what you are going on about? Surge was not only useful it was a core ability, do you even PvE? If not Surge then what Class ability do Sorcerers have on Live for Survivability? Bolt? Yet another Sorcerer class ability that everyone wants to get rid of?And which heal would you be talking about? I hope you're not talking about Crit Surge, since that is useless on Live (do you even PvP?)
If you're talking about resto staff, everyone has access to it. In 1.6 as well.
Nightreaver wrote: »
Nightreaver wrote: »Apparently your definition of OP is any ability that another class that your class does not. How long does it take to kill a Sorcerer without a shield? One Hit? Because that's what it would be like if they were removed.Nope, shields become "must haves" because they are too strong (which is the whole point of this thread).
Nightreaver wrote: »
Nightreaver wrote: »
Nightreaver wrote: »This thread exists because Sorcerers found a new way to adapt to 1.6 and others chose to whine about it rather than make any attempt to adapt themselves.I think this thread wouldn't exist if there wasn't a problem of unkillable shield spammers.
Is there a balance issue? Maybe
Is the elimination of shields the answer with no other viable means for survivability? Certainly not.
Nightreaver wrote: »Wait? What? Damage shields are what is preventing Crit Surge from being viable? So EVERY mob and every player has damage shields permanently up?The only reason you (Sorcerer) don't have a heal in 1.6, is because
a) dmg shields prevent Crit Surge from working
or
b) you refuse to slot resto staff
Nightreaver wrote: »or
Because I refuse to slot a resto staff? Well if that is true and Resto staves are available to everyone then why does ANY class have heals or damage mitigation or avoidance abilities? That's awesome, so let's just remove all shields, all abilities that can heal, all damage mitigation abilities, all damage avoidance abilities and then just have everyone slot a Resto staff. Perfect balance.
Nightreaver wrote: »
Nightreaver wrote: »Well that certainly makes things much clearer now. I mean any thought I had that you were remotely interested in game balance just went out the window.There is a RPG archetype for Heavy Armour called "Warrior", present in most other (MMO)RPGs. These characters are usually perfectly capable of being DPS, though they play a bit differently.
I'm all for making Heavy Armour viable for DPS, I'd love that in fact.
So you honestly see no problem with someone in Heavy armor being able to Tank and still DPS as well as someone in Light while someone in Light should only be able to DPS while having no defensive ability.
So basically you feel that people should be allowed to play Sorcerers if that is what they want....as long as they accept that they will always be inferior.
xsorusb14_ESO wrote: »
So you believe shields should be looked at because they pretty much allow you to become a God currently in 1v1 combat? By looked at of course fix the bugs first then move to HP scaling if still broken.
Yes, I never said it shouldn't. It just shouldn't be hard nerfed(remove shield stacking completely) because it's strong in 1v1.xsorusb14_ESO wrote: »Also, GW2 does balance around 1v1 in WvW.....Confusion is a prime example of something that got gutted mainly because of WvW (It was always weaker in SPvP)
Yes, skills get tweaked for zergs no different than they do for 1v1 sometimes, but most of the combat changes have been based on structured pvp. Classes were molded by structured pvp. Ele was consistently nerfed because of this. Warriors was one of the weaker classes(because majority of the skill traits used to be garbage), yet it constantly got nerfed because of the 1 or 2 builds it had were dominant in sPvP(Greatsword and Triple Axe).
Anything can be OP if you have 20+ guys using the same skill. While in a 1v1 only player skill would be able to "self balance" any of the stronger abilities. The problem is that a player's skill is not the dominating factor in ESO( or most other MMOs). As a result, small scale pvp will always have a better test environment for balance. In other words, it's more practical to balance around a small group with a limited amount of player's supporting one another. Then it is to balance combat around uneven 20+ v 20+ fights or to perfect 1v1 in a game with a low skill ceiling.
TL:DR
Yes, anything that allows a player to become a "god", outside of player skill, should be looked at and dealt with appropriately. However, It's not feasible to balance ESO's low skill ceiling combat around 1v1, so seeing how it affects other areas is crucial to the overall balance of the game.
edit: I've gone completely off topic now.. So I'll stop here.
When you forgot that PvE is also a part of this game.Since when was this discussion about PvE?
So you're not actually against Sorcerers using damage shields, you're against everyone using damage shields. And again, I'm fine with eliminating damage shields if you're fine with eliminating all other forms of damage mitigation, damage avoidance and heals.And again, the only reason it remains useless in PvP (in its current state) is damage shields.
To use another one of your quotes50% crit reduction requires 5 pieces of Construct set (Impenetrable on all parts) & tons of Champion Points in crit dmg reduction.
Affects everyone, and you can get your crit chance (reduction) back up (requires some Champion Points).
Affects everyone? Really? Could you provide me with a list please of all other class Healing abilities that are solely (as in 100%) dependent on Crits?Affects everyone, and you can get your crit chance back up (requires some Champion Points).Nightreaver wrote: »Or the lowered Crit chance?
Sorc damage wasn't greatly increased. Sorcerer damage increased due to the removal of caps allowing people to min/max at the cost of health and the decrease in damage mitigation and spell resistance in relation other armor types. Surge heals on Live are a minimum of 63% greater than on PTS. The gap is even wider when consider Crit damage reduction.Sorc damage in general was greatly increased, so this compensates for lowered percentage.
Not going to bother listing them all but there's a whole lot of numbers between zero and full health. Right now the number is much closer to zero. And THAT is not really balanced.I understand you'd like full health every time you hit your opponent, but that's not really balanced.
We're talking about Surge, please try and keep up.Also, I have no idea what you mean by "severely reduced number of heals".
Last I checked, no heals were removed from the game.
Ok, so first you tell us that players in Heavy armor should be able to both Tank and DPS while those in Light armor should be restricted to only DPS. Now you tell us that if Sorcerers or Templars want to compete with DKs or NBs then we need to roll a DK or NB.So you'd like to be a DK or NB? Go play DK or NB.Nightreaver wrote: »What I want is a Magicka build with DPS that can compete with DKs and NBs while maintaining the Survivability they have while doing that DPS.
It just keeps getting better. So you honestly believe that changes made to PvP won't affect PvE?In fact I do PvE
I don't know why you keep bringing PvE into this, these are two completely separate matters.
Agreed, and I think they should in PvP.You don't get crit in PvE, yet dmg shields prevent crits.
Agreed again and again I believe they should in PvP.Mobs do not generate ultimate on you, yet dmg shields prevent ultimate gain.
Not disagreeing with any of these statements. What I disagree with is the complete elimination of Shields for Sorcerers.Mobs do not have abilities or weapon enchantments that could proc on your shield.
Wait, I thought we were talking about Damage shields. Can we get back on topic please?So please, if you want to keep blathering nonsense, atleast try to stay on topic. Thank you.
But I understand, you'd like to be unkillable & tank 20 people in your pyjamas. Makes perfect sense.Maybe you should've. Though the permablock DK issue got fixed in 1.6, so it might not be your thing anymore.Nightreaver wrote: »No, if I wanted to be a DK I would have rolled one.
And yet you still find it so much easier to whine about how Sorcerers should adapt than making any attempt to adapt yourself.Well, that's a waste of sentence, given that I explained below how you could easily adapt.
No, I've been playing since Beta. Is there a new update that removed PvE from the game?Yes, this is PvP these days, especially after 1.6.
Are you new to this game?
Yes, we've heard your idea of balance.That's called class balance.
So it would be possible to balance Heavy Armor DPS but not Light Armor Tanking? Sorry, but still not seeing where the balanced part comes in.Obviously, if you wanted to have Heavy Armour DPS it'd have to be balanced.
1) I don't believe that everyone should spam a damage shield or heal. But I do believe that there should be balanced means of survivability. And without either a Heal or a Damage shield Sorcerers have nowhere near the survivability of DKs and NBs.
Your problem is that you're too confined to this ideology that everyone should spam dmg shield or heal in PvP.
In most other MMOs, there's more diversity in defensive skills, which makes every encounter different & interesting.
Agreed.And no, Sorcerers are not "inferior", not now & certainly not after 1.6.
Since when was this discussion about PvE?
And again, the only reason it remains useless in PvP (in its current state) is damage shields.
Nightreaver wrote: »When you forgot that PvE is also a part of this game.Since when was this discussion about PvE?So you're not actually against Sorcerers using damage shields, you're against everyone using damage shields. And again, I'm fine with eliminating damage shields if you're fine with eliminating all other forms of damage mitigation, damage avoidance and heals.And again, the only reason it remains useless in PvP (in its current state) is damage shields.
Nightreaver wrote: »
Nightreaver wrote: »Affects everyone? Really? Could you provide me with a list please of all other class Healing abilities that are solely (as in 100%) dependent on Crits?Affects everyone, and you can get your crit chance back up (requires some Champion Points).Nightreaver wrote: »Or the lowered Crit chance?
Nightreaver wrote: »Sorc damage wasn't greatly increased. Sorcerer damage increased due to the removal of caps allowing people to min/max at the cost of health and the decrease in damage mitigation and spell resistance in relation other armor types. Surge heals on Live are a minimum of 63% greater than on PTS. The gap is even wider when consider Crit damage reduction.Sorc damage in general was greatly increased, so this compensates for lowered percentage.
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Use something else?Nightreaver wrote: »
Nightreaver wrote: »2) Heals on AOEs reduced to one, down from the total number of targets it hit previously so on a group of 6 reduced to 1/6.
Nightreaver wrote: »3)Those DOTs that added a small inconsequential heal IN ADDITION to the main heal, can now heal INSTEAD of that main heal.
Nightreaver wrote: »Ok, so first you tell us that players in Heavy armor should be able to both Tank and DPS while those in Light armor should be restricted to only DPS. Now you tell us that if Sorcerers or Templars want to compete with DKs or NBs then we need to roll a DK or NB.So you'd like to be a DK or NB? Go play DK or NB.Nightreaver wrote: »What I want is a Magicka build with DPS that can compete with DKs and NBs while maintaining the Survivability they have while doing that DPS.
Wow, no reply needed there. I think your statement says it all.
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Nightreaver wrote: »Wait, I thought we were talking about Damage shields. Can we get back on topic please?So please, if you want to keep blathering nonsense, atleast try to stay on topic. Thank you.
But I understand, you'd like to be unkillable & tank 20 people in your pyjamas. Makes perfect sense.Maybe you should've. Though the permablock DK issue got fixed in 1.6, so it might not be your thing anymore.Nightreaver wrote: »No, if I wanted to be a DK I would have rolled one.
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Nightreaver wrote: »1) I don't believe that everyone should spam a damage shield or heal. But I do believe that there should be balanced means of survivability. And without either a Heal or a Damage shield Sorcerers have nowhere near the survivability of DKs and NBs.
Your problem is that you're too confined to this ideology that everyone should spam dmg shield or heal in PvP.
In most other MMOs, there's more diversity in defensive skills, which makes every encounter different & interesting.
Nightreaver wrote: »2) You talk about more diversity but apparently only diversity that works to your advantage. You can accept players in Heavy armor filling both the Tanking and the DPS role but feel that those in Light armor should be restricted to DPS. What happened to your desire to see diversity there?
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Since when was this discussion about PvE?
And again, the only reason it remains useless in PvP (in its current state) is damage shields.
Again, the issue with Surge is not damage shields, in Cyrodil or anywhere else. In its current state, it's not useful in PvP for the same reason it's not useful in PvE. The cooldown drastically cuts its heal output.
So, if part of your argument is that sorcs will be better off if damage shields go, because they'll then be in surge heaven, you'll have to let that bit go. Surge got gutted.
Since when was this discussion about PvE?
And again, the only reason it remains useless in PvP (in its current state) is damage shields.
Again, the issue with Surge is not damage shields, in Cyrodil or anywhere else. In its current state, it's not useful in PvP for the same reason it's not useful in PvE. The cooldown drastically cuts its heal output.
So, if part of your argument is that sorcs will be better off if damage shields go, because they'll then be in surge heaven, you'll have to let that bit go. Surge got gutted.
Your DPS got increased by more than 25% (yes, taking other classes 1.6 into account), while your Surge heals for 20% less.
Now, I don't have to be a math genius to tell you that Surge is certainly not weaker than before, especially now that you can finally even use it in PvP.
In fact, I gave you an example earlier of how you can use Surge to gain free heals equal to Templar BoL or GDB while dealing massive burst damage.
The cooldown is 0,25 seconds. You can use skills only every 1,3 seconds.
The only way it would prevent you from getting a heal, is a combination of bad luck & bad timing, and you can fix the timing part if you're skilled enough.