bowmanz607 wrote: »
I´m already running defensive rune. Problem is a competent ganker fires a bow shot before attacking and most of the time should be able to kill you with bowheavy + style out of stealth.
Defensive rune does not help in that case.
RML might help there but i refuse to slot a skill of that limited use simply bc zos is unable to create a combat system where stealthganks are not possible.
Because stealth gameplay is a core mechanic of TES games.
Fine for PvE not for PvP.
Oneshot kills from an invisible opponent are about the least desireable thing a pvp game can offer.
Also stealth gameplay does not equal stealthgank oneshots. Funny that this is the same for you
bowmanz607 wrote: »bowmanz607 wrote: »
I´m already running defensive rune. Problem is a competent ganker fires a bow shot before attacking and most of the time should be able to kill you with bowheavy + style out of stealth.
Defensive rune does not help in that case.
RML might help there but i refuse to slot a skill of that limited use simply bc zos is unable to create a combat system where stealthganks are not possible.
Because stealth gameplay is a core mechanic of TES games.
Fine for PvE not for PvP.
Oneshot kills from an invisible opponent are about the least desireable thing a pvp game can offer.
Also stealth gameplay does not equal stealthgank oneshots. Funny that this is the same for you
since there are counters to one shots, that doesnt bother me. from resistance, to more health, to impen, to mage light, to shields. just because a counter gameplay does not fit into what you want to do does not mean it does not have a place.
bowmanz607 wrote: »bowmanz607 wrote: »
I´m already running defensive rune. Problem is a competent ganker fires a bow shot before attacking and most of the time should be able to kill you with bowheavy + style out of stealth.
Defensive rune does not help in that case.
RML might help there but i refuse to slot a skill of that limited use simply bc zos is unable to create a combat system where stealthganks are not possible.
Because stealth gameplay is a core mechanic of TES games.
Fine for PvE not for PvP.
Oneshot kills from an invisible opponent are about the least desireable thing a pvp game can offer.
Also stealth gameplay does not equal stealthgank oneshots. Funny that this is the same for you
since there are counters to one shots, that doesnt bother me. from resistance, to more health, to impen, to mage light, to shields. just because a counter gameplay does not fit into what you want to do does not mean it does not have a place.
Since shields get removed as a counter (keeping up 6s shields while traveling is unrealistic) HP at 25k+ and full impen does not save you the only thing remaining is magelight.
Which was the initial point made: If the only counter is an otherwise mostly useless ability it´s simply bad coding. Thanks for making my point a little clearer.
bowmanz607 wrote: »bowmanz607 wrote: »bowmanz607 wrote: »
I´m already running defensive rune. Problem is a competent ganker fires a bow shot before attacking and most of the time should be able to kill you with bowheavy + style out of stealth.
Defensive rune does not help in that case.
RML might help there but i refuse to slot a skill of that limited use simply bc zos is unable to create a combat system where stealthganks are not possible.
Because stealth gameplay is a core mechanic of TES games.
Fine for PvE not for PvP.
Oneshot kills from an invisible opponent are about the least desireable thing a pvp game can offer.
Also stealth gameplay does not equal stealthgank oneshots. Funny that this is the same for you
since there are counters to one shots, that doesnt bother me. from resistance, to more health, to impen, to mage light, to shields. just because a counter gameplay does not fit into what you want to do does not mean it does not have a place.
Since shields get removed as a counter (keeping up 6s shields while traveling is unrealistic) HP at 25k+ and full impen does not save you the only thing remaining is magelight.
Which was the initial point made: If the only counter is an otherwise mostly useless ability it´s simply bad coding. Thanks for making my point a little clearer.
i would like to see a one shot with 25k health and impen please. thanks.
shields dont remove it. now you can choose to run and counter ganks or ride to get their faster. not to mention, you can go around heavy traveled areas in order to ride. mage light is useful otherwise. pulls people from stealth, gives crit, and 50% reduced damage to you and allies. not to mention empower buff.
it is simply providing more choices and more detriment to choices rather than having all the best stuff in one build.
one shot builds require low regen and low health. any ganker caught outside the shadows is done.
Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Empowered Ward (Conjured Ward morph): Reduced the duration of this morph to 8 seconds from 20 seconds.
Idk what to say..
bowmanz607 wrote: »bowmanz607 wrote: »bowmanz607 wrote: »
I´m already running defensive rune. Problem is a competent ganker fires a bow shot before attacking and most of the time should be able to kill you with bowheavy + style out of stealth.
Defensive rune does not help in that case.
RML might help there but i refuse to slot a skill of that limited use simply bc zos is unable to create a combat system where stealthganks are not possible.
Because stealth gameplay is a core mechanic of TES games.
Fine for PvE not for PvP.
Oneshot kills from an invisible opponent are about the least desireable thing a pvp game can offer.
Also stealth gameplay does not equal stealthgank oneshots. Funny that this is the same for you
since there are counters to one shots, that doesnt bother me. from resistance, to more health, to impen, to mage light, to shields. just because a counter gameplay does not fit into what you want to do does not mean it does not have a place.
Since shields get removed as a counter (keeping up 6s shields while traveling is unrealistic) HP at 25k+ and full impen does not save you the only thing remaining is magelight.
Which was the initial point made: If the only counter is an otherwise mostly useless ability it´s simply bad coding. Thanks for making my point a little clearer.
i would like to see a one shot with 25k health and impen please. thanks.
shields dont remove it. now you can choose to run and counter ganks or ride to get their faster. not to mention, you can go around heavy traveled areas in order to ride. mage light is useful otherwise. pulls people from stealth, gives crit, and 50% reduced damage to you and allies. not to mention empower buff.
it is simply providing more choices and more detriment to choices rather than having all the best stuff in one build.
one shot builds require low regen and low health. any ganker caught outside the shadows is done.
It's like the second post in here:
http://forums.elderscrollsonline.com/en/discussion/262446/incap-strike#latest
Incap can still do 10-12K to people with 3200 crit resist. That's not even counting a bow shot and ambush. That leaves you more than 'close enough' to death to even react.
Now. Can we have our *** shield back, or are you going to keep trying to convince me that I *deserve* to be your instant gank content?
Stop pissing in everyone's mouth and calling it rain.
It's like the second post in here:
http://forums.elderscrollsonline.com/en/discussion/262446/incap-strike#latest
Incap can still do 10-12K to people with 3200 crit resist. That's not even counting a bow shot and ambush. That leaves you more than 'close enough' to death to even react.
Now. Can we have our *** shield back, or are you going to keep trying to convince me that I *deserve* to be your instant gank content?
Stop pissing in everyone's mouth and calling it rain.
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
the changes to harness makes sorcs obsolete. i mean are you so blind that you can't see how giving magicka templars and magicka nightblades their own 'hardened ward' is detrimental to sorcs?.
i have already said many times. the changes to harness are bad. harness should not block physical attacks.
jyates214b14_ESO wrote: »ZOS_GinaBruno wrote: »It's also worth noting that there were many, many other changes to Sorcerers - not just the two listed in the first post. It may be worth looking at all the changes as a bigger picture, and remembering those while testing out the changes on the PTS.
As far as magicka sorcerers go all that was really changed was the spell absorption (still not worth slotting in normal circumstances) and the nerfs to wards (Sorcs can't afford another two slot loss for pets most of us are already gimped to 3 skills to match other classes in DPS). Everything else was classwide.
I'm a bit upset that the Sorcerers' unique all damage type shield is also now being given to all builds through the light armor and undaunted skill lines.
I'm not destroyed by the 6 second time frame, 10 would be a better compromise, but I'd survive with 6.
And with everyone in PvP now running a damage shield Surge is more useless than it was before.
I just see it as each class has a unique defense mechanic. Sorcs had their Ward, DKs had wings, NB had cloak, and Temps had BoL.
Now everyone has a damage shield comparable to a Sorcs Ward, so what is my unique defense?
I can't even run away from the fight with streak without it costing me 2 arms and 2 legs.
Just curious as to why it was decided that full damage shields would be given to all classes?
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
the changes to harness makes sorcs obsolete. i mean are you so blind that you can't see how giving magicka templars and magicka nightblades their own 'hardened ward' is detrimental to sorcs?.
i have already said many times. the changes to harness are bad. harness should not block physical attacks.
What? Hows that make sorcs obsolete every other class has one shield while sorcs have two. Last time I checked two donuts were better than one.
bowmanz607 wrote: »bowmanz607 wrote: »bowmanz607 wrote: »bowmanz607 wrote: »
I´m already running defensive rune. Problem is a competent ganker fires a bow shot before attacking and most of the time should be able to kill you with bowheavy + style out of stealth.
Defensive rune does not help in that case.
RML might help there but i refuse to slot a skill of that limited use simply bc zos is unable to create a combat system where stealthganks are not possible.
Because stealth gameplay is a core mechanic of TES games.
Fine for PvE not for PvP.
Oneshot kills from an invisible opponent are about the least desireable thing a pvp game can offer.
Also stealth gameplay does not equal stealthgank oneshots. Funny that this is the same for you
since there are counters to one shots, that doesnt bother me. from resistance, to more health, to impen, to mage light, to shields. just because a counter gameplay does not fit into what you want to do does not mean it does not have a place.
Since shields get removed as a counter (keeping up 6s shields while traveling is unrealistic) HP at 25k+ and full impen does not save you the only thing remaining is magelight.
Which was the initial point made: If the only counter is an otherwise mostly useless ability it´s simply bad coding. Thanks for making my point a little clearer.
i would like to see a one shot with 25k health and impen please. thanks.
shields dont remove it. now you can choose to run and counter ganks or ride to get their faster. not to mention, you can go around heavy traveled areas in order to ride. mage light is useful otherwise. pulls people from stealth, gives crit, and 50% reduced damage to you and allies. not to mention empower buff.
it is simply providing more choices and more detriment to choices rather than having all the best stuff in one build.
one shot builds require low regen and low health. any ganker caught outside the shadows is done.
It's like the second post in here:
http://forums.elderscrollsonline.com/en/discussion/262446/incap-strike#latest
Incap can still do 10-12K to people with 3200 crit resist. That's not even counting a bow shot and ambush. That leaves you more than 'close enough' to death to even react.
Now. Can we have our *** shield back, or are you going to keep trying to convince me that I *deserve* to be your instant gank content?
Stop pissing in everyone's mouth and calling it rain.
first, dont equate a one shot to a combo.
It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
the changes to harness makes sorcs obsolete. i mean are you so blind that you can't see how giving magicka templars and magicka nightblades their own 'hardened ward' is detrimental to sorcs?.
i have already said many times. the changes to harness are bad. harness should not block physical attacks.
What? Hows that make sorcs obsolete every other class has one shield while sorcs have two. Last time I checked two donuts were better than one.
FriedEggSandwich wrote: »It's only a 14 sec difference lol most shields are gone or reapplied within 3 secs. Gotta look on the bright side atleast they didn't add a cast time to it or made it bashable, you guys will be over it after a week.
Just, for the record, 6 is 30% of 20, meaning it was a 70% nerf in duration. Please, tell me how a 70% nerf in anything is negligible. I'll wait...
Lol whens the last time you had a full 20 sec shield in any fight? Sorcs finaly get balanced and it's the end of the world, you guys will be alright
okay so first you try and pass it off as though it's not a change that really matters as "most shields are down within 3 seconds" then you try and claim sorcs got balanced with this change?. the duration change isn't a balance change it's just an annoyance that doesn't need to be in the game.
it is an attempt at a lazy fix to a real problem. no, people have been complaining about lazy half-assed fixes since the IC update, but when it's in relation to the sorc it's okay?. no get the *** outta here with that, these lazy fixes are not okay.
Read it however you want bro it's not even that serious of a nerf, I mean harness was given phys dmg mitigation too...no pleasing you people.
the changes to harness makes sorcs obsolete. i mean are you so blind that you can't see how giving magicka templars and magicka nightblades their own 'hardened ward' is detrimental to sorcs?.
i have already said many times. the changes to harness are bad. harness should not block physical attacks.
What? Hows that make sorcs obsolete every other class has one shield while sorcs have two. Last time I checked two donuts were better than one.
Now that duration is only 6s it might not be worth casting 2 shileds. I predict more sorcs will run with just hardened if this goes live, or maybe just harness if it turns out to be better than hardened. Even if you do have time in 6s to cast 2 shields then every magicka build now has annulment + healing ward. I haven't done any testing yet but it's quite possible the combination of harness and healing will be better that the combination of hardened + anything else. Time will tell; if sorcs end up giving up hardened ward in favour of non-class wards then something went wrong.
FriedEggSandwich wrote: »its moved the sorc away from no skill to skill again. No longer will you have pug sorcs being better then you just on class design. Hopefully they move all classes to more skill and less class mechanic winning designs.
THIS, finally someone gets it.
Us OG's that played sorc long before the 1.6 reroll craze have watched our class get ridiculed and attacked for months because of the terribad fotm rerolls using cheese templates.
The men will be separated from the boys now, and good riddance if you ask me. The good sorcs will stay, the bads will go away. And those of us that stay, wont really change to our opponents, we will be as strong as we ever were.
Agree. The thread should say "rip bad sorcs".
FriedEggSandwich wrote: »its moved the sorc away from no skill to skill again. No longer will you have pug sorcs being better then you just on class design. Hopefully they move all classes to more skill and less class mechanic winning designs.
THIS, finally someone gets it.
Us OG's that played sorc long before the 1.6 reroll craze have watched our class get ridiculed and attacked for months because of the terribad fotm rerolls using cheese templates.
The men will be separated from the boys now, and good riddance if you ask me. The good sorcs will stay, the bads will go away. And those of us that stay, wont really change to our opponents, we will be as strong as we ever were.
Agree. The thread should say "rip bad sorcs".
Except almost the classes stronger than sorcerer is still stronger. And most of the other classes have received buffs.
FriedEggSandwich wrote: »FriedEggSandwich wrote: »its moved the sorc away from no skill to skill again. No longer will you have pug sorcs being better then you just on class design. Hopefully they move all classes to more skill and less class mechanic winning designs.
THIS, finally someone gets it.
Us OG's that played sorc long before the 1.6 reroll craze have watched our class get ridiculed and attacked for months because of the terribad fotm rerolls using cheese templates.
The men will be separated from the boys now, and good riddance if you ask me. The good sorcs will stay, the bads will go away. And those of us that stay, wont really change to our opponents, we will be as strong as we ever were.
Agree. The thread should say "rip bad sorcs".
Except almost the classes stronger than sorcerer is still stronger. And most of the other classes have received buffs.
I wrote that in the context of reduced duration of hardened ward. Good sorcs won't be affected by the reduced duration in pvp, bad sorcs might. Every other magicka build getting the annulment buff is an issue for sorcs though. Can you imagine the outrage if annulment had been given a reflect mechanic instead, or a cloak mechanic?
jyates214b14_ESO wrote: »
Every class has a "special" defense, Sorcs now have nothing.
And I swear if someone says pets...
jyates214b14_ESO wrote: »
Every class has a "special" defense, Sorcs now have nothing.
And I swear if someone says pets...
jyates214b14_ESO wrote: »
Every class has a "special" defense, Sorcs now have nothing.
And I swear if someone says pets...
Wait, Dk stam spender morph is unstable flame which is a DOT. I noticed you mentioned stam whip? Did I miss something out in patch notes?