GeorgeBlack wrote: »Btw this ain't a nerf sorc suggestion.
Ragnaroek93 wrote: »GeorgeBlack wrote: »Btw this ain't a nerf sorc suggestion.
This is a buff Xvs1 suggestion. We duelled some time ago (assuming that your forum name equals your ingame name on PC EU) and I hope that you don't take this as an offense (because it's not meant to be an offense) but you aren't even max CP nor have much PvP experience. I'm pretty sure that you actually don't understand what you are asking for. Heals are pretty weak this patch, shields are strong in duels (maybe a bit too strong) but too weak against more opponents, dodgeroll has so many counters right now that it is also weak, Shuffle got also nerfed (you basically want to remove one of the best 1vX skills as well) and blocking got also nerfed in favour of Xv1 players.
Smallscale and soloplayers got nerfed enough over the time, stop asking for even more nerfs in favour of zerging and try to improve on this game, it's not difficult at all
stealthyevil wrote: »Normally I'm pretty nice to people, but this idea is terrible. Oblivion damage exists, cost poisons exist and proc sets exist. Giving light armor wearers a cast time on their main defensive mechanism is just taking a dump all over them.
GeorgeBlack wrote: »stealthyevil wrote: »Normally I'm pretty nice to people, but this idea is terrible. Oblivion damage exists, cost poisons exist and proc sets exist. Giving light armor wearers a cast time on their main defensive mechanism is just taking a dump all over them.
Read the other 2 poll topics.
Mag sorcs would become extinct.
Shields scale poorly vs increasing number of enemies. Adding a cast time would guarantee they could never leave shield bar until they ultimately died. There ward would also not be able to mitigate long enough for the player to swap bars. Do damage. Swap back and cast time another ward.
Wards for sure would need to be revisited and changed if that implementation were the case.
HoTs with rng chance is where it's at because Stam classes also have outside options for mitigating or negating incoming damage on top of what I already mentioned.
that there would make minmaxing less trouble in the whole game. magica sorcs, they are super mobile, super dps and highly resistant and their grief/trolling rate is high as ***. its your own choise if you want to trigger herd of zombies to chase you and then you dare to whine about it? sounds very entitled. this is fecking MMO not solo vs rest of the world, or aoe choo choos vs rest of the world.
that means that magica sorcs would have to balance their kit little bit more! NO MORE GOD MODE OMFG I AM IN TEARS MOMMY I CANT ANYMORE SOLO REST OF THE WORLD AND LOOK LIKE POPSTAR.
all thats left to fix here then is nightblades and we have almost balanced pvp environment.
i mean unkillable tanks should get fixed by this fix aswell right?
It shouldn't be possible for someone's health bar to jump from near-dead to full and back and forth. I am for nerfing heals, but boosting health bars significantly, along with damage mitigation. It should make fights last longer without making them infinite. Shields need to be nerfed in small-scale scenarios, and possibly boosted in large fight scenarios (weaker shields but damage from multiple sources reduced, something like that)
It shouldn't be possible for someone's health bar to jump from near-dead to full and back and forth. I am for nerfing heals, but boosting health bars significantly, along with damage mitigation. It should make fights last longer without making them infinite. Shields need to be nerfed in small-scale scenarios, and possibly boosted in large fight scenarios (weaker shields but damage from multiple sources reduced, something like that)
I do agree that mitigation should be stronger and heals should be weaker, but a cool down isn't the right way to do it.
Just increase the cost of healing abilities or lower their effect.
It shouldn't be possible for someone's health bar to jump from near-dead to full and back and forth. I am for nerfing heals, but boosting health bars significantly, along with damage mitigation. It should make fights last longer without making them infinite. Shields need to be nerfed in small-scale scenarios, and possibly boosted in large fight scenarios (weaker shields but damage from multiple sources reduced, something like that)
I do agree that mitigation should be stronger and heals should be weaker, but a cool down isn't the right way to do it.
Just increase the cost of healing abilities or lower their effect.
Mate the costs of shields and heals was increased and our sustain is much lower now. What you want? the heals cost allready 1/10 of Magicka when you have arround 40k...
It shouldn't be possible for someone's health bar to jump from near-dead to full and back and forth. I am for nerfing heals, but boosting health bars significantly, along with damage mitigation. It should make fights last longer without making them infinite. Shields need to be nerfed in small-scale scenarios, and possibly boosted in large fight scenarios (weaker shields but damage from multiple sources reduced, something like that)
I do agree that mitigation should be stronger and heals should be weaker, but a cool down isn't the right way to do it.
Just increase the cost of healing abilities or lower their effect.
Mate the costs of shields and heals was increased and our sustain is much lower now. What you want? the heals cost allready 1/10 of Magicka when you have arround 40k...
I'm happy with shields. I just would personally prefer that mitigation (including shields) was stronger and heals were weaker. Also wouldn't mind larger health pools. It's totally a personal preference though. I always liked Halo better than Call of Duty because fights lasted longer and you had more chance to recover if you were ambushed. I think it rewards skill over chance.
In ESO it's too easy to get bursted down and fights often don't last long enough. Again, just a personal preference.