GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »The changes create counter-play. Something ESO has been lacking lately.
Although the bug where if an ally uses igneous shield and you loose major mending from your igneous shield needs to be fixed. ZOS has mentioned they are working on it but it wont be fixed until later after Morrowwind release.
Wait you actually want to make me wise, a 3-4k shield needs a counter play? Major Mending is strong, but taking it away just because they couldn't find any solution makes no sense at all.
Don't let me guess what we need to nerf next on a dk, maybee buring embers? the only viable heal we have?
The shield is not what needs the counterplay. Its the mending provided. Before the change, mending was granted for a duration. Nothing you could do to prevent it. Now you can break the shield to stop the dk from healing as much.
Kinda like nightblade cloak. Nb cloak helps heals with crit. Stop a nb from cloaking and you effectively nerf a stamina nb's crit heals. Just an example.
A dk is a dk. A nb is a nb. A dk stands its ground, a nb not.
Thanks for pointing out the obvious. Thats not the point i was making. I was just making a connection betweem two abilities that benifit healing and when taken away harm the player.GreenSoup2HoT wrote: »The changes create counter-play. Something ESO has been lacking lately.
Although the bug where if an ally uses igneous shield and you loose major mending from your igneous shield needs to be fixed. ZOS has mentioned they are working on it but it wont be fixed until later after Morrowwind release.
e: As @Subversus said (and for once we actually agree on something), light attacking breaks igneous. If that is counterplay in your eyes I'm not sure what to say tbh.
I was talking about countering the mending. Something Dks didnt not have to worry about preserving until now. Dks can still dodge roll or use harness to make sure igneous is up for rally or healing ward.
GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »The changes create counter-play. Something ESO has been lacking lately.
Although the bug where if an ally uses igneous shield and you loose major mending from your igneous shield needs to be fixed. ZOS has mentioned they are working on it but it wont be fixed until later after Morrowwind release.
Wait you actually want to make me wise, a 3-4k shield needs a counter play? Major Mending is strong, but taking it away just because they couldn't find any solution makes no sense at all.
Don't let me guess what we need to nerf next on a dk, maybee buring embers? the only viable heal we have?
The shield is not what needs the counterplay. Its the mending provided. Before the change, mending was granted for a duration. Nothing you could do to prevent it. Now you can break the shield to stop the dk from healing as much.
Kinda like nightblade cloak. Nb cloak helps heals with crit. Stop a nb from cloaking and you effectively nerf a stamina nb's crit heals. Just an example.
A dk is a dk. A nb is a nb. A dk stands its ground, a nb not.
Thanks for pointing out the obvious. Thats not the point i was making. I was just making a connection betweem two abilities that benifit healing and when taken away harm the player.GreenSoup2HoT wrote: »The changes create counter-play. Something ESO has been lacking lately.
Although the bug where if an ally uses igneous shield and you loose major mending from your igneous shield needs to be fixed. ZOS has mentioned they are working on it but it wont be fixed until later after Morrowwind release.
e: As @Subversus said (and for once we actually agree on something), light attacking breaks igneous. If that is counterplay in your eyes I'm not sure what to say tbh.
I was talking about countering the mending. Something Dks didnt not have to worry about preserving until now. Dks can still dodge roll or use harness to make sure igneous is up for rally or healing ward.
GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »The changes create counter-play. Something ESO has been lacking lately.
Although the bug where if an ally uses igneous shield and you loose major mending from your igneous shield needs to be fixed. ZOS has mentioned they are working on it but it wont be fixed until later after Morrowwind release.
Wait you actually want to make me wise, a 3-4k shield needs a counter play? Major Mending is strong, but taking it away just because they couldn't find any solution makes no sense at all.
Don't let me guess what we need to nerf next on a dk, maybee buring embers? the only viable heal we have?
The shield is not what needs the counterplay. Its the mending provided. Before the change, mending was granted for a duration. Nothing you could do to prevent it. Now you can break the shield to stop the dk from healing as much.
Kinda like nightblade cloak. Nb cloak helps heals with crit. Stop a nb from cloaking and you effectively nerf a stamina nb's crit heals. Just an example.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
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Twohothardware wrote: »It honestly makes no sense why they're pretty well removing Major Mending from DK when they turn around and then give easier access to it on Warden and StamSorc may not have Major Mending but they get huge heals from Dark Deal which wasn't nerfed at all in Morrowind beyond a very minor cast time increase.
ZoS you obviously have not testing any of these changes on a StamDK and are basing everything you've changed off of being a high health tank in PvE because these nerfs have seriously crippled StamDK's ability to play offensively in PvP.
Twohothardware wrote: »It honestly makes no sense why they're pretty well removing Major Mending from DK
Twohothardware wrote: »It honestly makes no sense why they're pretty well removing Major Mending from DK when they turn around and then give easier access to it on Warden and StamSorc may not have Major Mending but they get huge heals from Dark Deal which wasn't nerfed at all in Morrowind beyond a very minor cast time increase.
ZoS you obviously have not testing any of these changes on a StamDK and are basing everything you've changed off of being a high health tank in PvE because these nerfs have seriously crippled StamDK's ability to play offensively in PvP.
Thing is, they have been testing. They even invited some very experienced players to a secret hideout to test some of these changes. You can see they did a very good job!
"The day when sorcs cry hard"scipionumatia wrote: »Igneous shields should have a morph where it only applies to the caster and is scaled off max stam/mag.
I think they should change Ig Shield to give Major Mending for 3 secs guaranteed, then if the shield is still up continue up to the 6 secs.
Igneous Shield (Obsidian Shield morph): Decreased the duration of the Major Mending buff granted by this morph to 2.5 seconds from 6 seconds.
wimhwimladimf wrote: »All shields are bad, not just this one.
I hope the people trying to justify this broken ability realize how dumb they sound. The ability works in PvE but the reduction in PvP renders it useless, on top of the fact another DK can break it off you.
I can still pull off a major mending heal but honestly its a shield ability and I feel like I should be using it as a shield and not as a major mending buff. If this ability gave just a little bit more of a shield I might actually use it more in PvP as a shield and not a healing buff. The original major mending buff it applied made sense because the shield lacked in PvP but still acted as a defensive ability boosting healing.
As a DK I would like to have to make more choices on which abilities to use on my PvP setup. Here's a few ways I thought this abilities morphs could change. All values are not effected by battle spirit and would be halfed for pvp, except cost.
Igneous Shield:
Applies Major Mending to your next healing ability.
Igneous Shield:
Increased Cost and shielded amount now scales off max magicka.
(4k Magicka Cost, Shields between 4-6k, does not apply Major Mending)
Fragmented Shield:
Ability now scales off max stamina and applies physical damage when shield is broken or expires.
(4k Cost, Shields between 6-8k, Damages between 1-2k) or (4k Cost, Shields between 2-4k, Damages between 6-8k)
Fragmented Shield:
For the next 21 seconds summon fragmented shields. Every three seconds a fragmented shield is applied, each shield absorbs the next x amount of damage and deals x amount of damage if broken. Each fragmented shield can add to a previously existing shield, the last shield remains for 6 seconds. Once the last shield expires all accumulated shields shatter causing damage from each shield.
(4k Cost, Shields between 2-3k per shield, Applies 1-2k damage per shield break)(Potential accumulated shielding of 18k and accumulated damage of 12k) (Shielded Amount is based upon max health, Damaging amount is based of highest magicka or stamina)
I'm not asking you to make these changes, I just hope I can give you some ideas on how you could change the ability to make it more useful and interesting while not being overpowered.