@ZOS_GinaBruno @ZOS_JessicaFolsom
Dear ZOS,
Introduction
I understand the reason you nerfed damage shields in Cyrodiil to some degree. As the Sorc Hardened Ward + Dampen Magic + Healing Ward combo was simply too good in many cases and gave the Sorc too much survivability that probably wasn't intended. The Sorc not only has Bolt Escape, but we also got a nice Major Expedition skill in Boundless Storm that also increases our defenses and outputs damage. Right now, I feel Sorc's on the PTS are in a good place. Their damage shields are no longer unbreakable, and that recent buff to the Shield Breaker set should round things out nicely. This in turn will put Sorc's survivability about where it should be with their mobility, it will still be better then most, but it won't make them the gods folks perceive them to be in PVP. Overall, i think you done a good job balancing out Sorc's.
Health Scaling Damage Shields
The problem is the other classes. The Templar and Dragonknight in particular. As you know, Templar Sun Shield and Dragonknight Obsidian Shield both derive their shield value as a percentage of the character's maximum health and scales from the health attribute. This already makes these shields much smaller in value then the Sorc's Hardened Ward for example. However, i understand this is intended because Sun Shield and Obsidian Shield are not meant to function in the same way as Hardened Ward.
- Sun Shield and its morphs only last 6 seconds, scales from a % of max health, and either deals damage on activation or it deals 50% of the damage absorbed when it expires. Sun Shield is clearly meant to be a "soft counter" to melee to give Templar's a little bit of survivability since they have no Major Expedition, Teleport, Invisibility, or disengage from combat mechanic available to them. Blazing Shield more for DPS, Radiant Ward more for pure tanks by being cheaper and giving a 1% bonus to the shield value for each target tagged on activation.
- Obsidian Shield and its morphs also scale from health like the Templar's Sun Shield. The difference is the Obsidian Shield lasts longer, gives nearby allies a damage shield, Both morphs play a unique role. Igneous Shield is clearly a tanking morph that allows the Dragonknight to get more bang out of Dragonblood and friendly allies healing effects, the other morph explodes at the end dealing damage which is helpful for Dragonknight DPS speced characters, as again the DK also lacks a class ability that gives it Major Expedition, a Teleport, Invisibility, or disengage from combat mechanic given to them.
- Bone Shield- This is the only shield viable for stamina builds, and it only shields against physical damage, spells ignore it. This shield like Sun Shield and Obsidian Shield scale off a % of your max health. One morph returns damage, the other morph has a synergy that increases healing received by 8%.
Proposed Solution
In light of this,
I would like to propose the Battle Spirit be adjusted to make Health Scaling Damage Shields only be reduced by 30% instead of 50%. This would balance these skills out just right. These shields differ from Hardened Ward, Dampen Magic, because these shields directly scale from health and they differ in their intended function and purpose. In order to get these shields up to be really huge would require someone to invest EVERYTHING into health at the expense of everything else.
Health Scaling Damage shields have trade offs:- The more i invest in health, the less max magic i have which in turn means i can cast less spells and deal less damage, cast less healing spells, cast less shields, do less of everything concerning magic.
- the more invest in health, the less stamina i have which in turn means i can't block as much, i can't dodge roll as much, i can't use my stamina skills as much, my damage with stamina skills will be less,, i will be able to do less of everything with stamina.
As you can see, Health Scaling Shields have trade offs that Hardened Ward, and Dampen Magic/Harness Magic simply do not have as anyone using those two skills is almost always wearing at least 5 pieces of Light Armor anyways if not more.
As for Bone Shield, It could be seen as the "Wildcard" as many would say "But the synergy gives a shield for 60% of max health for 6 secs" Yes the shield from the Bone Wall Synergy is based on
Health which means unless you have a lot invested in health(which means you give up magic or stamina) in order for it to be really large. You also need someone to activate that synergy and the window to do so is small, and its not something the caster can do himself.
Even with the Prismatic Enchants, from what i can see, you would need 2 gold VR16 Prismatic Enchants to get the same amount of magic, stamina, or health= to one gold VR 16 Magicka, Health, or Stamina Glyph....so the person is still giving up max magic for a bit more health, or max stamina, etc. I see this Glyphs as throwing a bone to Hybird Builds which is a good thing.
Overall, I feel scaling back the nerf on Health Scaling damage shields to 30% from 50% would be fair, as in pretty much all cases, one gives up damage, casting, and other combat mechanics and resources to get a decent shield with health scaling damage shields which is much different then Harness Magicka, Dampen Magic, or Hardened Ward.
Sorcs are in a good place right now, and Templar's and Dragonknights would be ok with this change as it would help their survival. I feel making this change would help build goodwill with many magic Templar's who feel they are being ignored by ZOS, and would also help add a little bit to the Dragonknight who honestly needs the help too.
thank you for your time, and i hope my thoughts will be passed on.
Comments welcome and encouraged.
If i have made any mistakes, please point them out in a friendly polite manner, I would appreciate it.
Hope everyone is having a great Thursday! the weekend is almost here!