strebor2095 wrote: »The reason the game doesn't have abilities that function differently in PvP and PvE is that they would have to completely rework Cyrodiil and IC - if you're a PvE quester, and you have gotten used to these 12 second shields and you go into a town to fight some monsters - "hang on, now it only lasts 6 seconds! wtf I died, ZOS please make it consistent!" Or maybe you don't browse the forums or reddit at all, and you have no idea that it has a different duration and you base your whole build on shields and then die. You would get more angry players who just used their 56 Dreugh Wax on "useless" sets.
salmoncat33 wrote: »Here is the thing, it is demanded in many trials I have been in to keep shields up. I'm also told to do decent dps at the same time. Shields are on my back bar though... so I have to switch bars almost every 3 seconds to accomplish this. It is not fun to play like this.
Oh.. I didn't keep my shield up for 1 second and the mage turned around and someone wasn't stacked well enough. Zap I'm dead, so much fun.
RinaldoGandolphi wrote: »The only thing shortening the duration of shields done was force mag Sorcs into sustain sets like Seducer, Lich, Amberplasm, and Bloodthorn touch.
Other classes can wear damage sets instead in pvp makes a big difference
So Sorcs use wear sustain sets and high max magicka and will simply never run out of resources 1v1.
Those who whined about Sorcs shields made it worse. You could run a Kags wearing Sorc out of magic. You have no chance to run that Seducer/Lich/Amberplasm/Bloodthorn Touch Sorc out resources alone...and with the CP cap how it is those sustain Sorcs hit as hard as the old damage Kags Sorcs did except they have infinite sustain.
Was a very poor choice to shorten duration it just made the mag Sorc meta even more powerful then it was
RinaldoGandolphi wrote: »Ps: I can solo a 1.8mill+ world boss with my pvp build and never drop below 60% magic and never need to sip a potion and hit like a truck in pvp.
If shields were not so short many Sorcs would stop the OP insane sustain sets for damage ones thus giving them a weakness, but the amberplasm/Bloodthorn ones really have no weaknesses and have really good Stam recovery it's simply broken.
Why is it, that these wards have such a short duration?
Its somewhat of annoyance to constantly keep up a spell, that feels more like an baseline armor extension that naturally comes with mage class.
It would be much more enjoyable to play if it had double the duration (Both).
I understand that this might be useful with this duration as protection against burst damage in PVP but in the other hand, this is just the reason why i dislike PVP stuff a lot, it tends to mess PVE side and every time PVE side seems to be the one that needs to adapt. Why cant we just have these things work differently in PVE and PVP.
Id just like this to have longer duration so i could concentrate on other things... No, i dont really need it but its more like a flavour thing on mage type character, no self respecting mage lets angry mobs pound fists and swords to his/her face, mage always have a protection spell that can be hold up for long durations.
Would be interesting to have this thing as "Toggle" though.. A toggle that consumes stamina (Mental stamina in story perspective) to keep up, each 2 seconds its up, it consumes certain amount of stamina, each hit you take costs extra stamina per hit but only x hits per 2 secs. This would be something different and interesting to have.
PS: I liked the originsal sound effect of annylment more.
Massive_Stain wrote: »Why is it, that these wards have such a short duration?
Its somewhat of annoyance to constantly keep up a spell, that feels more like an baseline armor extension that naturally comes with mage class.
It would be much more enjoyable to play if it had double the duration (Both).
I understand that this might be useful with this duration as protection against burst damage in PVP but in the other hand, this is just the reason why i dislike PVP stuff a lot, it tends to mess PVE side and every time PVE side seems to be the one that needs to adapt. Why cant we just have these things work differently in PVE and PVP.
Id just like this to have longer duration so i could concentrate on other things... No, i dont really need it but its more like a flavour thing on mage type character, no self respecting mage lets angry mobs pound fists and swords to his/her face, mage always have a protection spell that can be hold up for long durations.
Would be interesting to have this thing as "Toggle" though.. A toggle that consumes stamina (Mental stamina in story perspective) to keep up, each 2 seconds its up, it consumes certain amount of stamina, each hit you take costs extra stamina per hit but only x hits per 2 secs. This would be something different and interesting to have.
PS: I liked the originsal sound effect of annylment more.
You must be new. Long story short, PVP qq waaah
Devs pat cauliky pvper on top of head. We take it from 20 to 6 seconds just 4 u
Massive_Stain wrote: »Why is it, that these wards have such a short duration?
Its somewhat of annoyance to constantly keep up a spell, that feels more like an baseline armor extension that naturally comes with mage class.
It would be much more enjoyable to play if it had double the duration (Both).
I understand that this might be useful with this duration as protection against burst damage in PVP but in the other hand, this is just the reason why i dislike PVP stuff a lot, it tends to mess PVE side and every time PVE side seems to be the one that needs to adapt. Why cant we just have these things work differently in PVE and PVP.
Id just like this to have longer duration so i could concentrate on other things... No, i dont really need it but its more like a flavour thing on mage type character, no self respecting mage lets angry mobs pound fists and swords to his/her face, mage always have a protection spell that can be hold up for long durations.
Would be interesting to have this thing as "Toggle" though.. A toggle that consumes stamina (Mental stamina in story perspective) to keep up, each 2 seconds its up, it consumes certain amount of stamina, each hit you take costs extra stamina per hit but only x hits per 2 secs. This would be something different and interesting to have.
PS: I liked the originsal sound effect of annylment more.
You must be new. Long story short, PVP qq waaah
Devs pat cauliky pvper on top of head. We take it from 20 to 6 seconds just 4 u
Except. That no other defense in the game protects you for 20K+ health (double stacked shield) for 20 seconds. Sure the monsters weren't crying about it, but someone had to. It was better than reflect scales, dodge roll, block, and combat cloak all put together.
Now you slot a sustain set, and the shield is part of your rotation. If you slot infernal guardian, shields become an *offensive* spell 50% of the time.
There's also a PVE conjured ward morph that lasts for ten seconds (empowered ward), that's plenty of time.
Shields are fine.
Anti_Virus wrote: »
With my Sorc is pve as it is now with 19k health, if I use Annulment + Hardened Ward I am getting easily nearly 40k shield ( 20k in cyro ). If this was lasting 20sec like it was I would never die unless there were a zerg beating down on me. Anyway why is this being brought up now after the change has been in for over 6 months now lol.
I think the nerf down to 6 seconds was too much. Doing things like vma as a sorc you do really need shield up all the time. Pretty draining to have to reapply so often. I wish they nerfed it to 10 seconds as least. Still half the duration of what it was.
If you were using them in every trash fight or low incoming damage moment but they allowed you to stand in red then you're just a bad player and the 'nerf' to shields has simply made that more clear to yourself and others.
There is more to it than being good or bad player when talking about mage shielding himself from harm.
A powerful mage can and will protect himself from harm by using various ward spells, this means a mage can stand in place while casting all sorts of spells. Study of arcane arts is often something that takes lots of learning and reading, study and experiment in mages residence, this often leads mages to be fragile, not very fit on physical side, this mean sthey often tend to stand in protectiave wards rather than run around. Casting spells also requires concentration which easily breaks when running around like crazy rabbit.
Therefore the wards or at least some of them should be designed with this in mind. There needs to be another mechanics in place than short duration which though, is easy mechanic to implement.
These wards could be for example, a toggleable skill that requires resource like stamina or magicka to keep up, every damage should also consume resource. This way the ward can be done right both in PVP and PVE. The burst in PVP can dissolve the shield quickly by draining its resource with large damage, this also prevents another shield stacking since there is no resource to cast another ward, in PVE where you attack normal weak enemies, the shield wwill hold for a long time, it has no big consequence in the end result (Enemies dying in PVE), but in side of doing the thing feel right for the mage ttype characters, it has a big impact.
In various fantasy universees, Maintaining a ward has always required great concentration, thus the standing in place and constant cost of resource is much more "realistic" than one time cost with short duration.
KEK
Didn't realise this was an RP thread, thought it was about skills/balance. You should probably have put it in https://forums.elderscrollsonline.com/en/categories/fiction-roleplaying
RP is definitely not my forte so I'll be off
KEK
Didn't realize there were minors in this thread.