DreamClown wrote: »Totally agree with OP!
Hello.
I dont know if i am alone or not but the fact, that because PVP, all the shields seem to have ridiculously short durations, 6 seconds is just enough time for one fully charged heavy attack and after that, recast. These durations feel very annoying while playing normal PVE content like quests and instances, shields should be something you cast on beginning of fight and recast if necessary, not something that is in rotation all the time..
These durations just make my mages feel like button spammer classes as aside from staff attacks, i need to press all sorts of buttons in a game where button pressing sometimes works and sometimes will not, adding a shield to that mess only makes things feel more bad.
Could we get some more intelligent ,methods of preventing shield stacking that this mess please?
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DRXHarbinger wrote: »Shields weren't designed to keep you alive 24/7 they are an added defense. Plus in combat in pve they don't take 6s worth of damage where it matters.
EldritchPenguin wrote: »Shields used to last 20 seconds. The big problem with that is that players could use them proactively; they could cast the shield at the beginning of the fight, and they'd be able to go full offense
DRXHarbinger wrote: »Shields weren't designed to keep you alive 24/7 they are an added defense. Plus in combat in pve they don't take 6s worth of damage where it matters.
Fact is, a healer used to be able to use something like igneous shield and know that for the next 20 seconds your dps could survive a hit if it happened to come their way, which let you spend less time staring at health bars and more time focusing on resource management and positioning.
Hello.
I dont know if i am alone or not but the fact, that because PVP, all the shields seem to have ridiculously short durations, 6 seconds is just enough time for one fully charged heavy attack and after that, recast. These durations feel very annoying while playing normal PVE content like quests and instances, shields should be something you cast on beginning of fight and recast if necessary, not something that is in rotation all the time..
These durations just make my mages feel like button spammer classes as aside from staff attacks, i need to press all sorts of buttons in a game where button pressing sometimes works and sometimes will not, adding a shield to that mess only makes things feel more bad.
Could we get some more intelligent ,methods of preventing shield stacking that this mess please?
For PvP the short duration makes perfectly sense as you say. In PvE 15-20 seconds makes more sense.EldritchPenguin wrote: »Shields used to last 20 seconds. The big problem with that is that players could use them proactively; they could cast the shield at the beginning of the fight, and they'd be able to go full offense from there without ever really having to worry about their defense. And since shields scale off of offensive stats, they could stack the hell out of their offensive stats to create builds that were both extremely tanky and could hit like a freight train full of slightly smaller freight trains.
The short shield duration ensures that they are reactive defense instead of proactive defense. Now people have to decide between attacking and defending. It was absolutely a necessary change from a PvP standpoint.
For PvP the short duration makes perfectly sense as you say. In PvE 15-20 seconds makes more sense.EldritchPenguin wrote: »Shields used to last 20 seconds. The big problem with that is that players could use them proactively; they could cast the shield at the beginning of the fight, and they'd be able to go full offense from there without ever really having to worry about their defense. And since shields scale off of offensive stats, they could stack the hell out of their offensive stats to create builds that were both extremely tanky and could hit like a freight train full of slightly smaller freight trains.
The short shield duration ensures that they are reactive defense instead of proactive defense. Now people have to decide between attacking and defending. It was absolutely a necessary change from a PvP standpoint.
Another reason to have skills work a bit differently in PvP and PvE.
It would make the game much easier to balance.
No it will not confuse players, playstyle in PvP and PvE is very different anyway.
The real downside would be if you got more PvP / PvE morphs.
bowmanz607 wrote: »For PvP the short duration makes perfectly sense as you say. In PvE 15-20 seconds makes more sense.EldritchPenguin wrote: »Shields used to last 20 seconds. The big problem with that is that players could use them proactively; they could cast the shield at the beginning of the fight, and they'd be able to go full offense from there without ever really having to worry about their defense. And since shields scale off of offensive stats, they could stack the hell out of their offensive stats to create builds that were both extremely tanky and could hit like a freight train full of slightly smaller freight trains.
The short shield duration ensures that they are reactive defense instead of proactive defense. Now people have to decide between attacking and defending. It was absolutely a necessary change from a PvP standpoint.
Another reason to have skills work a bit differently in PvP and PvE.
It would make the game much easier to balance.
No it will not confuse players, playstyle in PvP and PvE is very different anyway.
The real downside would be if you got more PvP / PvE morphs.
What 15-20 is fine for pve? Or so a sorc should be able to keep up full defense while.in a fight and not have to worry about getting hit real hard while pulling top end dps. Don't think so. Sorry.
nursingninja wrote: »The shield should last for 30-60 seconds
bowmanz607 wrote: »For PvP the short duration makes perfectly sense as you say. In PvE 15-20 seconds makes more sense.EldritchPenguin wrote: »Shields used to last 20 seconds. The big problem with that is that players could use them proactively; they could cast the shield at the beginning of the fight, and they'd be able to go full offense from there without ever really having to worry about their defense. And since shields scale off of offensive stats, they could stack the hell out of their offensive stats to create builds that were both extremely tanky and could hit like a freight train full of slightly smaller freight trains.
The short shield duration ensures that they are reactive defense instead of proactive defense. Now people have to decide between attacking and defending. It was absolutely a necessary change from a PvP standpoint.
Another reason to have skills work a bit differently in PvP and PvE.
It would make the game much easier to balance.
No it will not confuse players, playstyle in PvP and PvE is very different anyway.
The real downside would be if you got more PvP / PvE morphs.
What 15-20 is fine for pve? Or so a sorc should be able to keep up full defense while.in a fight and not have to worry about getting hit real hard while pulling top end dps. Don't think so. Sorry.
your own triggered response contradicts what you say - whether 15-20 sec is a long duration or not is relative; whether sources need to 'worry about getting hit real hard' is precisely the issue which you say but clearly do not realize what that means.
no matter how long a shield lasts, if a sorc gets 'hit real hard', then that shield evaporates. Your issue then would be how large the shield can be, not how long the shield can stay up.
balance mechanic already existed before, and still exists now - in pre, raw damage is the nail to pierce the sorc shield. In pvp, playing against the sorc strength (e.g. trying to break their shield), is just dumb. Whether that shield lasts 6 sec or 20 sec, you lower yourself to fight the sorc on their terms if you try and bash away at their shield and just keep whacking till it goes down.
you attack a sorc at his stamina pool; once you break their limited stamina pool, cc them and game over.
so in pvp, sure - larger shields and duration play a factor, which is why it was nerfed to half reduction and 6 sec. What made no sense is changing it for pve. This was yet again another pvp borking of pve for absolutely no reason.
It should return to 20 sec for pre because as much as players like you will cry about it, there is no 'balance' to speak of - it is pve. In pve right now, tanks can stack enough mitigation and have enough sustain where they are de facto invulnerable to pve. Sure this makes killing slower, but they still kill at reasonable speed and pretty much live through anything. Should that be nerfed? No. Why? Because it is pve. If you like that ability, then roll a tank.
Nanny state players like yourself are a cancer on this game. Instead of saying 'omg, this is OP.......so I will roll that XXX build too!', you cry foul and say 'I want no one else to play a build / style that I don't like'. Don't think so. Sorry. Grow up and stop being a man child.
leave PVP to balance PVP, and leave PVE well enough alone.
@bowmanz607
Short duration does not make damage shield any way situational or make ones play reactive.
One simply casts the shield sooner than before, just before attacking something, the adds the shield in each rotation sequence along with being still fully offensive.
All the short duration does, is break the flow of combat and is extreme annoyance to add that button press in each rotation since this is how cloth wearing mage should work. Longer duration only makes life a bit more enjoyable as you dont have to be constantly rtecasting the shield.
This to me is really the issue. If you're going to use a shield rotationally your Magicka is going to PLUMMET.