I think you all miss the point of the complaint. What can be expected from whiny she dogs I suppose. I for one am not looking forward to this change. I have worked multiple characters up the vet ranks and was enjoying working my remaining characters up as well. Come May 31 all my characters are max level with no progression possible. I guess that's fun for you and your friends who like to whine about how hard it is to level. Of course if you just applied that whiny energy to leveling this would never have come up. My subscription ends in June. I will not be renewing. Thanks for a year of fun ESO sorry you decided to ruin it. All Hail the might of the whiny she dogs.
philip-sanderneb18_ESO wrote: »I can´t understand all MagSorcs whining about shield duration. U just have to adapt your playstile, and now its more balanced between the classes. Dont tell that MagSorcs were Prepatch such a bad class and now even gut nerfed. Thats just wrong.
Adapt? Again? For what, so they can revamp the game again next update? I don't think you realize how much this impacts pve, not pvp. I'm not even talking about vMA just vet dungeons in general. I had to dump my magicka Sorc tank build due to this update. Having a 6sec shield kills off my resources. I was able to stack harness and conjured for and was golden for mitigating damage. 100 into bastion and was sitting on roughly a 20k shield. That's a thing of the past now.
Not everyone solely is a PvPer.
Lukas-Kerstingb16_ESO wrote: »Just logged on PTS Viper's Sting does 8078 Damage every 4 seconds for me.
Silver_Strider wrote: »I always liked the Viper Sting set, now I have even more reason to love it since it's now at max rank and does so much more poison damage.
Poison shall rain down like a cloud of death upon my enemies and I shall love every second of it.
I like to think that I keep up on relevant information like this... guess I missed that one. Can you link to where she said that? Thanks!It has been stated for this patch..by GinaBruno no less
Feedback in connection with this:ZOS_GinaBruno wrote: »Oh gosh, you're right. That was indeed included in 2.4.0 and just completely missed the note for it. Thank you!@ZOS_GinaBruno, you missed out an amazing patch note, either from here or 2.4.0 (not sure which); starting on the starter islands is back!
I even took the liberty of writing the patch note for you:
Quests and Zones
Main Quest
- Soul Shriven in Coldharbour: On completing this quest, you will now arrive directly at your alliance's starter island, instead of the first main city. This should allow players to follow the plot sequences of the storyline in the intended order. You will still be able to immediately travel to the first main city from a boat on the dock nearby if you so choose.
Very pleased about this. Story progression integrity is restored. Now if only you could bring Babineaux Redain back as a quest giver who appears outside Daggerfall Castle for "Turning of the Trees" after "Blood and the Crescent Moon" is finished...
With this change, it appears the Boatswain Gilzir has been moved to the northern harbour, next to the lighthouse. I think it would make more sense if he was put back at the southern docks next to the Spearhead, as that is where Mihayya sends you if you accept "The Broken Spearhead" from her. It is also where the optional objective to "Talk to Tumma-Shah" is located. With the change left as it is, the two objectives for this quest are located at opposite ends of the city. What's more, anyone who knows where Gilzir usually is will have a hard time finding him.
(Also submitted as feedback ticket 160503-001225)
The best solution would definitely be to move Gilzir back to the southern docks. If you run the entire questline of Stros and Betnikh through first, without going to Daggerfall, the southern docks is where you appear when you complete "On to Glenumbra", so anyone who is looking to go back there would logically go back to where they arrived, and not the other end of the city. I can see no good reason at all why Gilzir was moved to the northern docks; if it was to get him off the Spearhead, then all they need to do is put him at the small lower jetty that's beside the Spearhead, to the left as you look at it from shore.AAAAHHHH - I actually did a /bug on this on the PTS yesterday, I had the quest "The Broken Spearhead" and the quest marker was pointing me to the southern docks but with no NPC there (a generous guildmate spent a few minutes escorting me to Stros M'Kai and Betnikh as I could find no other way of getting there, but porting to Stros M'Kai did not advance the quest, the marker was still pointing me to the South Daggerfall Docks) - so if the boatswain has moved, the quest marker needs to be changed to reflect that.Feedback in connection with this:ZOS_GinaBruno wrote: »Oh gosh, you're right. That was indeed included in 2.4.0 and just completely missed the note for it. Thank you!@ZOS_GinaBruno, you missed out an amazing patch note, either from here or 2.4.0 (not sure which); starting on the starter islands is back!
I even took the liberty of writing the patch note for you:
Quests and Zones
Main Quest
- Soul Shriven in Coldharbour: On completing this quest, you will now arrive directly at your alliance's starter island, instead of the first main city. This should allow players to follow the plot sequences of the storyline in the intended order. You will still be able to immediately travel to the first main city from a boat on the dock nearby if you so choose.
Very pleased about this. Story progression integrity is restored. Now if only you could bring Babineaux Redain back as a quest giver who appears outside Daggerfall Castle for "Turning of the Trees" after "Blood and the Crescent Moon" is finished...
With this change, it appears the Boatswain Gilzir has been moved to the northern harbour, next to the lighthouse. I think it would make more sense if he was put back at the southern docks next to the Spearhead, as that is where Mihayya sends you if you accept "The Broken Spearhead" from her. It is also where the optional objective to "Talk to Tumma-Shah" is located. With the change left as it is, the two objectives for this quest are located at opposite ends of the city. What's more, anyone who knows where Gilzir usually is will have a hard time finding him.
(Also submitted as feedback ticket 160503-001225)
It's actually pretty bad if you want to complete the optional quest stage of talking to another person on the boat to learn about the mutiny, because as you rightly point out, HE is still downstairs on the boat at the southern docks, about an in game mile away from the boatswain's new location. Either the boatswain needs to be moved back to the southern docks, or the questmarkers and the optional objective NPC need to be moved to the northern docks.
EDIT: (I suspect that this is part of the 'cleaning up' that they seem to be doing on where and how people start the game, but it's got a bit messy in this regard in terms of people going into Silver/Gold Daggerfall finding transport to Stros M'Kai, or being able to complete the quest in order to get to Stros).
cpuScientist wrote: »Sorc shields are still too short. Please make the change to 10/12 sec at least. In addition, why not add the decrease to the Battle Spirit debuff in PVP so it does not effect PVE? Simple solution @ZOS_GinaBruno, @Wrobel .
This why not THIS. 12 seconds in PvP and 20 in PVE. Most CC outlasts shields... And now you are adding all this new forms if damage with poisions and the like, that one cc will completely kill a Sorc.
philip-sanderneb18_ESO wrote: »I can´t understand all MagSorcs whining about shield duration. U just have to adapt your playstile, and now its more balanced between the classes. Dont tell that MagSorcs were Prepatch such a bad class and now even gut nerfed. Thats just wrong.
Adapt? Again? For what, so they can revamp the game again next update? I don't think you realize how much this impacts pve, not pvp. I'm not even talking about vMA just vet dungeons in general. I had to dump my magicka Sorc tank build due to this update. Having a 6sec shield kills off my resources. I was able to stack harness and conjured for and was golden for mitigating damage. 100 into bastion and was sitting on roughly a 20k shield. That's a thing of the past now.
Not everyone solely is a PvPer.
Septimus_Magna wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Players
Magicka Sorcs
Salty Tears Arena: Created a new area spefically for magicka sorcs who QQ about their damage shields, specifically for them to learn to play and encourage them to show effort rather than gain massive rewards by being 2-button wanna-be's.
IKR. All these sorcs complaining about shield nerfs, Stam classes STILL got weaker shields than Sorcs, Templars and now even Nightblade. You only yield a 3-7.5k dmg shield with bone shield if ur max stam, but what tank actually goes max stam? A few of them, so full hp tanks got screwed in the process. They can get a max of 1-2k shields off of bone shield. Only shield they do get a high shield for is Igneous shield since its based off of hp. Bone shield costs to much in pvp anyways. Harness magicka now protects against our physical dmg, and sorcs want a duration increase? No, that breaks pvp(already did break it with the harness magicka change) and now sorcs are still going to be better tanks than stam classes, even a mag dk will be a better tank than a stam dk.
Im not sure if you read the changes the same as I did but every magicka build now has roughly the same shield as hardened ward with dampen magic.
Good luck killing magicka templars or magicka NBs with hardened ward sized shields haha.
*Mumbles something about the lack of class balance*
Septimus_Magna wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Players
Magicka Sorcs
Salty Tears Arena: Created a new area spefically for magicka sorcs who QQ about their damage shields, specifically for them to learn to play and encourage them to show effort rather than gain massive rewards by being 2-button wanna-be's.
IKR. All these sorcs complaining about shield nerfs, Stam classes STILL got weaker shields than Sorcs, Templars and now even Nightblade. You only yield a 3-7.5k dmg shield with bone shield if ur max stam, but what tank actually goes max stam? A few of them, so full hp tanks got screwed in the process. They can get a max of 1-2k shields off of bone shield. Only shield they do get a high shield for is Igneous shield since its based off of hp. Bone shield costs to much in pvp anyways. Harness magicka now protects against our physical dmg, and sorcs want a duration increase? No, that breaks pvp(already did break it with the harness magicka change) and now sorcs are still going to be better tanks than stam classes, even a mag dk will be a better tank than a stam dk.
Im not sure if you read the changes the same as I did but every magicka build now has roughly the same shield as hardened ward with dampen magic.
Good luck killing magicka templars or magicka NBs with hardened ward sized shields haha.
*Mumbles something about the lack of class balance*
It has been stated for this patch..by GinaBruno no lessSilver_Strider wrote: »I always liked the Viper Sting set, now I have even more reason to love it since it's now at max rank and does so much more poison damage.
Poison shall rain down like a cloud of death upon my enemies and I shall love every second of it.
heh.... You missed out on one of my favorite sets before it got the 4 second cooldown
https://www.youtube.com/watch?v=z80NOqSLx94
Affliction set had no cooldown at one point...and a 50% chance to proc...Meaning I could Burning Talons people and hit everyone with that Disease Proc
dylanjaygrobbelaarb16_ESO wrote: »
kendellking_chaosb14_ESO wrote: »philip-sanderneb18_ESO wrote: »I can´t understand all MagSorcs whining about shield duration. U just have to adapt your playstile, and now its more balanced between the classes. Dont tell that MagSorcs were Prepatch such a bad class and now even gut nerfed. Thats just wrong.
Adapt? Again? For what, so they can revamp the game again next update? I don't think you realize how much this impacts pve, not pvp. I'm not even talking about vMA just vet dungeons in general. I had to dump my magicka Sorc tank build due to this update. Having a 6sec shield kills off my resources. I was able to stack harness and conjured for and was golden for mitigating damage. 100 into bastion and was sitting on roughly a 20k shield. That's a thing of the past now.
Not everyone solely is a PvPer.
Harness now stops all types of damage and Ward is still Ward it's just not as long any fight where you need a shield it wouldn't last for six seconds anyway.
I have a Magic Sorc Tank five heavy seducer, five warlock and two eye of Mara I live just fine. A tank magic or stamina with less then 30k and looking to shield stacking to stay alive is not a Tank it's a Turtle DPS.
philip-sanderneb18_ESO wrote: »I can´t understand all MagSorcs whining about shield duration. U just have to adapt your playstile, and now its more balanced between the classes. Dont tell that MagSorcs were Prepatch such a bad class and now even gut nerfed. Thats just wrong.
Adapt? Again? For what, so they can revamp the game again next update? I don't think you realize how much this impacts pve, not pvp. I'm not even talking about vMA just vet dungeons in general. I had to dump my magicka Sorc tank build due to this update. Having a 6sec shield kills off my resources. I was able to stack harness and conjured for and was golden for mitigating damage. 100 into bastion and was sitting on roughly a 20k shield. That's a thing of the past now.
Not everyone solely is a PvPer.
You got a healer in dungeons. You shouldnt have to be rambo in dungeons. Unless ur a tank, then u can be rambo. How long do you think it takes for stam dks to run out of their weak igneous shields? less than a second. That and bone shield were our only shields but bone shield costed too much for tanks. Sorcs get a easy switch to tank, making them better tanks than the class that was intended to tank. This makes it so that ANY class can tank just as well and not out-do the other.
kendellking_chaosb14_ESO wrote: »philip-sanderneb18_ESO wrote: »I can´t understand all MagSorcs whining about shield duration. U just have to adapt your playstile, and now its more balanced between the classes. Dont tell that MagSorcs were Prepatch such a bad class and now even gut nerfed. Thats just wrong.
lol...wut?
Adapt? Again? For what, so they can revamp the game again next update? I don't think you realize how much this impacts pve, not pvp. I'm not even talking about vMA just vet dungeons in general. I had to dump my magicka Sorc tank build due to this update. Having a 6sec shield kills off my resources. I was able to stack harness and conjured for and was golden for mitigating damage. 100 into bastion and was sitting on roughly a 20k shield. That's a thing of the past now.
Not everyone solely is a PvPer.
Harness now stops all types of damage and Ward is still Ward it's just not as long any fight where you need a shield it wouldn't last for six seconds anyway.
You got a healer in dungeons. You shouldnt have to be rambo in dungeons. Unless ur a tank, then u can be rambo. How long do you think it takes for stam dks to run out of their weak igneous shields? less than a second. That and bone shield were our only shields but bone shield costed too much for tanks. Sorcs get a easy switch to tank, making them better tanks than the class that was intended to tank. This makes it so that ANY class can tank just as well and not out-do the other.
I am a tank. I don't always play with my guild and pub healers usually just flat out suck cause they try to out DPS the DPS.
AzraelAcid wrote: »kendellking_chaosb14_ESO wrote: »philip-sanderneb18_ESO wrote: »I can´t understand all MagSorcs whining about shield duration. U just have to adapt your playstile, and now its more balanced between the classes. Dont tell that MagSorcs were Prepatch such a bad class and now even gut nerfed. Thats just wrong.
lol...wut?
Adapt? Again? For what, so they can revamp the game again next update? I don't think you realize how much this impacts pve, not pvp. I'm not even talking about vMA just vet dungeons in general. I had to dump my magicka Sorc tank build due to this update. Having a 6sec shield kills off my resources. I was able to stack harness and conjured for and was golden for mitigating damage. 100 into bastion and was sitting on roughly a 20k shield. That's a thing of the past now.
Not everyone solely is a PvPer.
Harness now stops all types of damage and Ward is still Ward it's just not as long any fight where you need a shield it wouldn't last for six seconds anyway.
You got a healer in dungeons. You shouldnt have to be rambo in dungeons. Unless ur a tank, then u can be rambo. How long do you think it takes for stam dks to run out of their weak igneous shields? less than a second. That and bone shield were our only shields but bone shield costed too much for tanks. Sorcs get a easy switch to tank, making them better tanks than the class that was intended to tank. This makes it so that ANY class can tank just as well and not out-do the other.
I am a tank. I don't always play with my guild and pub healers usually just flat out suck cause they try to out DPS the DPS.
^This
MagSorc here.
I don't turtle dps in PVE. However, I DO USE MAGICKA for DPS. In fact most of our dps spells rely on it, in case everyone forgot. Nerfing the shields that were supposed to sustain our survivability in Trials, is making us hemorrhage magicka. We are no longer effective at survivability OR dps....back to the days of begging for a trail spot cause Magsorcs suck so much.
Just a gem for you all to consider.
As far as PVP goes, I'm not going to be able to tell the difference, since I constantly stack shields anyway. Buff, dps rotation, Buff, dps rotation, buff, dps.... ooops dead. Ran out of Magicka. So really nothing is changing here.
Seriously. Consider any shield nerfs to apply to Cyrodiil only. Problem solved.
On another note..I understand the reason for class balancing, and I appreciate the work you all put in. However, nerfing one ability and/or buffing another isn't always the answer. It seems to be a model you guys are following, like a cookie cutter solution.
Maybe class balancing should be a patch all it's own for us to test. Nothing to do with any specific release. Just testing the classes. Gather the feedback, align the stars, work your mojo, and let us test it. That way the discussion gets the attention it deserves.
The bottom line is this: Some people are good at the game, and some aren't. It's not for everyone. Please ZoS, don't stray too far from the original vision by splitting hairs.
Now I'll grab some popcorn and wait for everyone to tell me how to ESO.
Speaking as someone that only recently got the Conjured ward for the first time ever in the game, I must say my reactions are mixed at best.
Having that shield is great, but it's nowhere near bullet-proof as some people claim it to be. Currently absorbs 4479 damage in Non-vet Cyrodiil campaign. That's like 2-3 enemy hits and only a half (1/2) of Power Overload. If you are confronting several enemies, that shield goes down in no time. And with zergs you have absolutely no chance, even with 2 shields and 1 healing ward stacked together.
So really, ZOS should leave this shield's timing alone. Reducing it by 70% makes it more annoying - spamming it like crazy or using it only when you're heavily confronted. But still it does NOT make the Sorcerers untouchable.
WalkingLegacy wrote: »Speaking as someone that only recently got the Conjured ward for the first time ever in the game, I must say my reactions are mixed at best.
Having that shield is great, but it's nowhere near bullet-proof as some people claim it to be. Currently absorbs 4479 damage in Non-vet Cyrodiil campaign. That's like 2-3 enemy hits and only a half (1/2) of Power Overload. If you are confronting several enemies, that shield goes down in no time. And with zergs you have absolutely no chance, even with 2 shields and 1 healing ward stacked together.
So really, ZOS should leave this shield's timing alone. Reducing it by 70% makes it more annoying - spamming it like crazy or using it only when you're heavily confronted. But still it does NOT make the Sorcerers untouchable.
You're not supposed to be invincible and you're definitely not suppose to be invincible against a zerg.
Why should one class have a "set it and forget" ability again?
Speaking as someone that only recently got the Conjured ward for the first time ever in the game, I must say my reactions are mixed at best.
Having that shield is great, but it's nowhere near bullet-proof as some people claim it to be. Currently absorbs 4479 damage in Non-vet Cyrodiil campaign. That's like 2-3 enemy hits and only a half (1/2) of Power Overload. If you are confronting several enemies, that shield goes down in no time. And with zergs you have absolutely no chance, even with 2 shields and 1 healing ward stacked together.
So really, ZOS should leave this shield's timing alone. Reducing it by 70% makes it more annoying - spamming it like crazy or using it only when you're heavily confronted. But still it does NOT make the Sorcerers untouchable.