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.
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.
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.
Exactly this. This patch is not balancing, it is crippling a class.Donnasnowheart_ESO wrote: »I cant help but feel like the person that made these and let them go through had strong negative feelings towards the Sorc Class.
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.
@Hymzir
What exactly makes you believe Sorc receives buffs or rework in the future? And what exactly is „the good of the game“? Is it everyone playing Nightblades?
KingKayanto wrote: »I suggest everyone votes with their wallet. Luckily my ESO+ sub ended this week. Not gonna continue paying.
rosendoichinoveb17_ESO wrote: »I don't understand how were the sorcs compensated for the nerfs. Where was that power distributed? I mean if you nerf something you'd better buff something else or it becomes unfavorable.
They should in my opinion give back 10% more damage to crystal frags and also make the execute proc at 25%. That's the least they should do.
I also tested the PTS and the shield nerfs make any magicka character not only sorcs completely useless in trials (unless you are one of the top 100 players on the server that does not need to use them ever.)
I guess I will play quests for a little bit after the DLS comes out and probable quit the game when that gets boring.
Seeing that all the recent ZOS posts in PTS threads are about people flaming each other, I have to wonder if they are even taking the feedback seriously. I just want them to engage in the conversation and show they understand our concerns, that's all.
This is a HUGE nerf for MagSorc. My main character was MagSorc, and now I do not want to play anymore. Why? Let's look:
- Low resistance in light armor also ok in a way, but sorcs should get minor protection on their kit somehow or extra armor resists to offset the crit/resist/cast time changes
- Shields skills have casting time I am ok with this if the shield has a huge value with longer duration but battlespirit and shieldbreaker ruins this suggestion.
- Damage against shields can be critical this is ok, but they need to nerf crit dmg a litte in CP, since nightblades can get 1.9 modifers but crit resists havent reach that level yet. Or else everyone has to go impreg/trans and that isnt fun for build diversity.
- Shields are shrink in PvP by 50% ignore battlespirit for values for sorcs if cast time remains
- Streaks are negated by all gaps they should remove the streak cost increase. no reason to have this anymore with swift now in effect
- You do not have such high endurance on dodge / block / breakfree sorc needs their version of netch/restoring rune!
- Overload is now forgotten. Yes, it was strong, but this is overkill for that skill and its loses its uniques
- Animals are mindless sorc pets need to be nerfed in order to give defense/offense back to the kit. they are doing that with warden bear and it makes no sense they refuse to do it for sorcs. They can buff the pets in other ways for those that like to play zookeeper.
- Runecage is now big-lol, frags stun needs to come back!
- Previous nerf for Crystal Frag
Is there any reason to play by MagSorc? I have unsubbed and I quit playing until you realize what are you doing.
Regards
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
Seeing that all the recent ZOS posts in PTS threads are about people flaming each other, I have to wonder if they are even taking the feedback seriously. I just want them to engage in the conversation and show they understand our concerns, that's all.
NightbladeMechanics wrote: »
This is high on our priority list for mag sorc now. Wrobel is looking at options for reworking Overload, and we have advised him to move in that direction with it.
WreckfulAbandon wrote: »If there is a proposal to scrap the third bar I will rally all the sorcs of Tamriel. We will be heard! Don't kid yourselves, Bound Armaments is not going to be moved to a passive, we will not get snare immunity from class skills, and we will not get more utility rolled into class skills. The forums couldn't handle it, it will be worse than the uproar over Sloads. But for my part I will make Sloads QQ look like a child's game if they go after my third bar.
ZOS_RobGarrett wrote: »First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
Sure, but there are other ways to make shield-user's choice beween damage output and survivability more deliberate and strategic. I'm in favor of shield nerfs, but outside of a couple situational exceptions, no one likes cast times. Cast times in the middle of a fast-paced combat situation may be good for balance on paper, but they make combat feel clunky and are not fun. Please, stop balancing things by means of cast times.ZOS_RobGarrett wrote: »The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic.