oxygen_thief wrote: »there is no such a thing as "ranged combat" in this game except sieges in cyro where you can shoot players below from a keep wall. every "melee" build can just jump on you from 22 meters, hit you with their 5 meter length sword, bash your face with their 5 meter length shield.exeeter702 wrote: »want to reward the caster who maintains an optimal range and strong postion, and punish the caster who abandons any care for good positioning and is caught out. Naturally, a melee will be at an advantage when closing the gap where the casters primary goal is to create distance.
Hello,
For starters I'd like to say that what you've done to damage shields is wonderful for balance, and you should stick with your changes. Hardened Ward and Harness Magicka should be used pre-engagement, and Healing Ward (an instant cast) should be used as a life saving maneuver.
Now that we've finally addressed shields we need to address sorcs. Their arsenal isn't very well equipped for survival without the use of shields so before these changes go live I would like to see two things happen:
1) Blood Magic passive - have it so you are healed for a % of damage done by all class abilities. Not sure what number would be balanced; that would require testing.
2) Bolt Escape - make this ability behave like dodge rolling in the sense that it breaks roots, and most importantly you can streak in any direction without changing your character's direction. Meaning you can continuously Bolt Escape backwards. This would greatly improve their ability to stay at range.
I'm all for the damage shield nerfs, but magsorcs do need something to improve their survivability.
P.S. Also make Crystal Blast proc like Frags please.
Yes, please keep listening to the nightblades and balance sorc like this. Then the subscription losses will continue until the layoffs start. I have to wonder, how much money have you lost since yesterday, and how much more will you lose?
When it comes to balance, damage shields is a topic that you and I are simply not going to agree on (it's like politics lol), but I would like to focus on the areas that we could agree on instead. Do you not like the suggestions I gave?
Sure, they're great. That 800 heal I get from blood magic is going to save me from your 10K incap crit and defile while I'm busy recasting shield.
You'll never kill me in two and a half seconds!
The shield cast time is such a great idea, they should put it on cloak too!
My suggestion was to change Blood Magic so that all your class abilities function similar to Puncturing Sweeps; the more damage you deal the more you get healed.
As for how to deal with Incap; my suggestion about how to change Bolt Escape would immediately help you close the gap where you could then quickly using healing ward with the new Blackrose resto and pop combat prayer. Personally I camp on light's champion for when I do get hit hard. Either way the magsorc's strength is at range; the stamblade's strength is within melee range. Try to stay in your position of strength, and avoid theirs.
I find nightblades more effective at keeping me out of range than sorc on live. That is only if I'm not running forward momentum, and then if I'm running shuffle it's still pretty easy to stay within melee range.
Ok actual feedback - as my other feedback was apparently not constructive enough:
The class is not in a playable state for pvp with the changes to shields. Having tested no shield and shield builds on pts.
It´s flatout unplayable and no further feedback can be given before the class is atleast back in a semi competetive state.
You can´t give feedback how a cars driving when you pull of the tires.
That´s what you´ve done to sorc.
You can´t expect feedback when you break something so bad it flatout doesn´t work anymore.
Or atleast you can´t deem it unconstructive when the only feedback you get after doing that is:
It doesn´t work.
Which is sadly all i can really say about it.
It´s not on the players to give feedback now. It´s on ZOS to accept that what they´ve done is such a monumental failure that they should get back to the drawing board - to create something that´s atleast worthy of feedback longer than: It doesn´t work.
eory-s_reb17_ESO wrote: »We have removed a handful of non-constructive comments from this thread. Please ensure that the discussion remains civil and free of bashing. Thanks for your understanding.
Make constructive changes - not like your last patch notes - so players also can be constructive! You really can't blame players for being disappointed, sad and angry right now...
And that stuff has been going on for years, and for years the player base has told ZOS to do something about it. But they haven't. And people have grown accustomed to it. There's this build that is so much more optimal in any situation that anything else really, and that's the one pretty much everyone is playing. The style over performed so much that it became the standard - you either played that one build of sorcs, with minuscule variations between players, or you were a pet sorc. This change seems, to me at least, as an attempt to do something about that. To force build variety and to mix things up.
Just that it´s not like you say it is - you´ve got it backwards.
It´s not an overperforming build that´s way to powerful. It´s the only build that is powerful enough to compete with the other classes.
You can´t mix things up because everything else at your disposal is simply subpar and using it will yield a subpar result compared to ANY other class.
That's how Crit Surge used to work. It was ... pretty strong. I'm not against such a change for PvP if shields indeed end up nerfed somewhat, but for PvE this might make healers even less useful.My suggestion was to change Blood Magic so that all your class abilities function similar to Puncturing Sweeps; the more damage you deal the more you get healed.
I suggested as much in another thread as a possible compromise.exeeter702 wrote: »Another thing as food for thought, what about sorc shields as a channel. Keep the resistance changes, give the channel a 2 second max duration, as you channel, the damage shield increases, thus the longer you channel the stronger the sheild. At a full channel, the damage sheild is noticeably stronger than harden ward is on live, at 1 sec channel, the value is where we are at on live so on so forth. The duration of the sheild counts down when the channel ends and magicka cost is drained in real time while channeling. This way, if the sorc is able to los or repostion, they can get a strong shield up and go back in, and if they are in a bad spot, they can potentially spot shield while having to be mindful of interrupts.
They should have made all damage shields scale off health. Problem solved.
Oh great ... that again.
Yeah sure, let's slap the biggest, meanest shields on tanks that already barely take any damage and have huge HP pools b/c that's not gonna be balanced. And at the same time leave Light Armor builds which are inherently very squishy with very small shields.
That idea even trumps the 1 sec cast time in terms shortsightedness.
Umm. That is EXACTLY what ZOS did. The health-scaling shields remained instant. You can build a 90K hp tank today or next patch and spam bone shield all you want, and it is balanced because it is self limiting...stack too high in one area and you become ineffectual in the other required areas.
The entire gripe about shields is that you could build for full offense and get giant shields at the same time.
If they all scale from health, the player to make the build decision how much offense do you want to give up for defense, and what is the best, most efficient mix...just like you do today balancing damage vs sustain (or mitigation, or health regen, or health, whatever). It is hook that keeps people playing of this type of game and why there are thousands of build videos and an audience to actually watch them.
That's really the crux of it, and has been for 4 years. Health-scaling shields are not an issue because you gain defense by stating for defense. It's always been magicka scaling shields that have been a balancing issue, and that ZOS decided to only give those a cast time shows that they are very aware of the difference, even if it's not discussed a lot on the forums right now.
Ideally, you wouldn't gain more defense the more you put into your offensive stat. Of course, this is also a bit of an issue with healing, although it's not as pronounced for a few reasons (e.g. healing CP in the same tree as offensive perks). So to streamline all shields to scale with health seems intuitive at first.
Problem is, obviously, that shields are currently the only viable form of defense for light armor magicka builds, and health-scaling shields would not be enough for them without being overpowered for health builds. Conceptually, adding a cast time to counter the benefits of magicka shields is not entirely stupid, it just doesn't work for the purpose shields have to serve. Honestly, I think we should either accept that mages can have their magicka-cake and eat it too, or purposefully redesign magicka shields to offer a comparative defense to blocking and dodging.
Comparative means
a) To be used situationally, not all the time
b) Not being able to attack at the same time
c) Consuming magicka instead of stamina
d) Should not be interruptable
Yes, b) would make it kind of a nerf. But I think even here there can be some compromises.
We don't even have to reinvent the wheel. Skyrim already introduced something like this: Restoration Wards.
https://www.youtube.com/watch?v=ToveYadszIc
Channel
Cost: x Magicka per second
Effect: Create a damage shield that increases by y per 0.5 seconds up to z shield strength. After the channel ends, the shield dissipates after t seconds. Can't be interrupted.
The specific values are of course up for debate, but this seems like a good compromise that is in line with other defensive mechanics in the game and the TES IP as a whole. You can use such a channeled ward reactively and preemptively, it can keep you alive for as long as you have magicka but is not reapplied fully in the blink of an eye, doesn't open you up completely and is not interruptable. And if you have the foresight to use it preemptively, you can still attack while your shield is up like before.
Personally, id have created a class reps program to avoid all these problems.
Rather than just dream up changes no one wants to problems no one mentioned - which is ALWAYS going to get backlash what I would do is get the community to vote in say 10 balanced expereinced players, i'd get them some threads on here, get them to setup discords to discuss stuff.
I'd meet with them, hear their feedback and factor it into plans / changes. I'd also listen to feedback following PTS launches and those threads etc.
oh hang on... think we did 99% of that just that last 1% missing.
And that stuff has been going on for years, and for years the player base has told ZOS to do something about it. But they haven't. And people have grown accustomed to it. There's this build that is so much more optimal in any situation that anything else really, and that's the one pretty much everyone is playing. The style over performed so much that it became the standard - you either played that one build of sorcs, with minuscule variations between players, or you were a pet sorc. This change seems, to me at least, as an attempt to do something about that. To force build variety and to mix things up.
Just that it´s not like you say it is - you´ve got it backwards.
It´s not an overperforming build that´s way to powerful. It´s the only build that is powerful enough to compete with the other classes.
You can´t mix things up because everything else at your disposal is simply subpar and using it will yield a subpar result compared to ANY other class.
I feel you're missing the point here...
The key thing to understand is that, the playstyle in question is the reason why ZOS is nerfing shields. And the justification behind that move is exactly what you yourself said: Compared to it, any other sorc build option is subpar.
Now, whether that build and playstyle is the only thing that works for sorcs, is not relevant. What is, is that it is so clearly demonstrably better than anything else available for sorcs.
ZOS thinks that the other build options are good too. They think that shield based play is over performing, and want to pull them in line with the other options, and that it is performing in a manner that does not match their vision for the gameplay. They seem to want to make shield use an active decision instead of being a reactive counter to taking damage. Thus the decision to add brakes on shield spamming. With the change, shields no longer work as a steady phantom buffer of health the user is constantly refreshing, and thus serving as the primary form of defense for the caster. They are now temporary buffs you cast in order to be able to take the offensive.
Whether they are right or wrong to think that way, is another topic in itself, and ultimately the one I want to be addressed. But as long as the meta remains as it is, as it has been for the past 4 years, none of those other issues are going to be dealt with.
And yes, just as I said before, I fully expect the alternative builds and play styles, that would emerge should this change go forth, to be weak. Weaker than the prevailing meta, and quite possible weaker than most of the builds and playstyles of other classes. It would take several updates worth of tweaks to get sorcs back up to speed. But first we need to change the meta, before any of those other changes can happen.
The real thing people should be irked about is not the change itself, but the fact that it took this long for ZOS to finally do something about it. The issue of shieldstacking sorcs is not a recent one. It has festered for years. And any attempt to change it is obviously gonna be met with heavy resistance. But the change is still necessary. At least in my opinion, as far as the good of the game is concerned.
I fully expect many long time sorcs to drop the game due to this change, and I fully understand why they would do that, and they will be missed. But I also feel that the the move is going to prove better for the game in the long run. The current sorc meta just isn't a good match to where the game is heading towards.
Well, that's what I think, and you are entitled to disagree. And am not gonna debate the point with anyone. It's not like we have any extensive scientific studies at hand to say one way or another about it. Just our own subjective experiences from playing the game, and were are all voicing just opinions about what we think is the best way to go forward. It's an important topic, and that's why I too want to say what I think about it. In the end, it is for ZOS to decide what tehy're gonna do.
And that stuff has been going on for years, and for years the player base has told ZOS to do something about it. But they haven't. And people have grown accustomed to it. There's this build that is so much more optimal in any situation that anything else really, and that's the one pretty much everyone is playing. The style over performed so much that it became the standard - you either played that one build of sorcs, with minuscule variations between players, or you were a pet sorc. This change seems, to me at least, as an attempt to do something about that. To force build variety and to mix things up.
Just that it´s not like you say it is - you´ve got it backwards.
It´s not an overperforming build that´s way to powerful. It´s the only build that is powerful enough to compete with the other classes.
You can´t mix things up because everything else at your disposal is simply subpar and using it will yield a subpar result compared to ANY other class.
I feel you're missing the point here...
The key thing to understand is that, the playstyle in question is the reason why ZOS is nerfing shields. And the justification behind that move is exactly what you yourself said: Compared to it, any other sorc build option is subpar.
Now, whether that build and playstyle is the only thing that works for sorcs, is not relevant. What is, is that it is so clearly demonstrably better than anything else available for sorcs.
ZOS thinks that the other build options are good too. They think that shield based play is over performing, and want to pull them in line with the other options, and that it is performing in a manner that does not match their vision for the gameplay.
Who is the sorc class representative?
And yes, just as I said before, I fully expect the alternative builds and play styles, that would emerge should this change go forth, to be weak. Weaker than the prevailing meta, and quite possible weaker than most of the builds and playstyles of other classes. It would take several updates worth of tweaks to get sorcs back up to speed. But first we need to change the meta, before any of those other changes can happen.
BalticBlues wrote: »Shields with a 1 sec delay just do not help but cripple gameplay.
So there probably are two viable options now for Sorcs:
Option 1: Play Heavy Armor without shields.
Option 2: Play Nightblade, just like the majority.
Of course, options 2 scores so much better...
Another step into Elder Blades Online ...getting close to 90% soon...
BalticBlues wrote: »Shields with a 1 sec delay just do not help but cripple gameplay.
So there probably are two viable options now for Sorcs:
Option 1: Play Heavy Armor without shields.
Option 2: Play Nightblade, just like the majority.
My Sorc daughter is playing in Heavy, using Dark Conversion for Magicka/Health.Problem with option 1 is - your heal depends on crit. Of which you sacrifice 10% to go heavy. Now go nonCP and you lose another 12%.
So option one really means you have no reliable way of class healing at all.
Maybe a crazy idea but since the shields are already about to get changed, how about a complete redesign of Conjured Ward to act similar to the Psijic passive shield? It has a very cool, well designed, skill based mechanic, removes stacking, and makes the block button more useful for magsorcs. The idea and the code is in already in the game.
Permablock wouldn't work due to the inherent recharge time.
Sorcs desperately lack bar space so preferably make it a passive or a 30s buff which triggers a shield while blocking. The shield recharges linearly over time. The armor mitigation before the shield is nice, and block mitigation before the shield would be even nicer, with a fantastic synergy with Bound Armor.
I hate cooldowns but the recharge mechanic is actually great. Would love to see it used with Streak too (linearly scaling cost or distance).
I bolded "linearly" because it's absolutely critical that it is not in the 0/1 system like current disgusting Streak fatigue BS.
Remove cast time from the other shields.