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.
The only damage shield that is a real issue for being too strong is healing ward, the one that didn't get changed...
I see you haven't looked at it on PTS.
It lost the up front heal (gone from the tool tip).
It's also critable, so it will never stay up long enough to do it's job.
It wasn't quoted in the patch notes, I was not aware, another ninja nerf it seems...
And you're... Somehow... surprised by this?
Healing ward was a great skill to cast after resing someone. The instant heal and shield gave them a fighting chance to put themselves together.
Now, notsomuch.
I definitely don't think they tested this change with any endgame PVE content, because if they did I can't imagine how it would have made it off the drawing board. A 1 second cast time is going to make it very difficult for experienced magicka DPS to survive a lot of different vet trials mechanics. Even worse is the impact to less experienced magicka DPS who are trying to learn trials.Hey @ZOS_RobGarrett has your in-house team tested the 1 second cast time for shield by completing all vet trials on hard mode with a group heavy on magicka DPS (sorcs in particular, but this impacts all magicka DPS)?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.
What were the results?
Brother, if you really think that they test what they change i really am envious of your hope and great expectations!
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
BretonMage wrote: »Having a cast time for shield means my sorc and her summon are both defenceless for the duration of the cast time. Increased efficiency for resistances does not affect pets, so how will I have any chance at all of keeping my pet alive in difficult battles? Please, please don't implement cast time for shields.
@ZOS_RobGarrettZOS_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.
dimensional wrote: »BretonMage wrote: »Having a cast time for shield means my sorc and her summon are both defenceless for the duration of the cast time. Increased efficiency for resistances does not affect pets, so how will I have any chance at all of keeping my pet alive in difficult battles? Please, please don't implement cast time for shields.
Shields need a cast time, learn to work around it like literally every other class has learned to work around their various changes.
dimensional wrote: »BretonMage wrote: »Having a cast time for shield means my sorc and her summon are both defenceless for the duration of the cast time. Increased efficiency for resistances does not affect pets, so how will I have any chance at all of keeping my pet alive in difficult battles? Please, please don't implement cast time for shields.
Shields need a cast time, learn to work around it like literally every other class has learned to work around their various changes.
I definitely don't think they tested this change with any endgame PVE content, because if they did I can't imagine how it would have made it off the drawing board. A 1 second cast time is going to make it very difficult for experienced magicka DPS to survive a lot of different vet trials mechanics. Even worse is the impact to less experienced magicka DPS who are trying to learn trials.Hey @ZOS_RobGarrett has your in-house team tested the 1 second cast time for shield by completing all vet trials on hard mode with a group heavy on magicka DPS (sorcs in particular, but this impacts all magicka DPS)?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.
What were the results?
Brother, if you really think that they test what they change i really am envious of your hope and great expectations!
Edit: it's probably worth noting that I'm looking at this from the point of view of someone who almost exclusively plays a DK tank for endgame content (sometimes I'll play a Templar healer). This isn't going to make me suddenly start getting killed. It is going to make me have to deal with losing half the team every time certain mechanics come up, and deal with a lot more wipes from things like CR+3.
If you had ever done any endgame PVE you would know why this change isn't just a sorc problem. It effectively means that magicka DPS of any class will be a handicap to trials groups in a significant number of boss fights. A cast time that's longer than the telegraph for a mechanic means that you're not going to get that shield up in time to avoid the mechanic. In many cases that means you're dead before the healer can do anything.dimensional wrote: »BretonMage wrote: »Having a cast time for shield means my sorc and her summon are both defenceless for the duration of the cast time. Increased efficiency for resistances does not affect pets, so how will I have any chance at all of keeping my pet alive in difficult battles? Please, please don't implement cast time for shields.
Shields need a cast time, learn to work around it like literally every other class has learned to work around their various changes.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
ZOS_RobGarrett wrote: »We believe choices between damage output and survivability make combat more interesting.
ZOS_RobGarrett wrote: »We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
dimensional wrote: »BretonMage wrote: »Having a cast time for shield means my sorc and her summon are both defenceless for the duration of the cast time. Increased efficiency for resistances does not affect pets, so how will I have any chance at all of keeping my pet alive in difficult battles? Please, please don't implement cast time for shields.
Shields need a cast time, learn to work around it like literally every other class has learned to work around their various changes.
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.
Horowonnoe wrote: »Yeah, even more reason to keep my sorc in retirement. Not even worth logging on to that character, which is sad because it used to be my main for a long time.
Think about all the new people coming into the game trying to learn this stuff. Think about the people running sub 500 scores in VMA and the trouble they will have with the cremguards. Stam gets to make up for this with extra mitigation/armor value and an instant huge heal from vigor. Contrast that with some of the magic builds that do not have passive or an instant heal of that size.
I'd prefer to be able to give you a little leeway in this being new but the fact of the matter is I don't believe you have enough experience in this game to understand the repercussions of this change, and the combat team's track record historically shows they don't operate anywhere near reality. Please listen to your customer base.
It's astonishing how everyone's talking past Rob. No wonder they don't take this "feedback" seriously.
He's just reiterating what the community has been saying for years, that defensive and offensive capability shouldn't derive from the same stats, items or abilities. That you should have to make a choice. He made it also clear that shields are just one issue that particularly stood out in this regard, and more changes are likely to come.
FInally! I for one agree 100% with the analysis and direction, albeit the proposed solution of adding a cast time has numerous issues, which have already been raised a few times between all the wailing and tantrums. I'm looking forward to the next PTS patch and the future of ESO in general.
Learn the game mechanics.
Damage and healing (ie survival) are affected by weapon damage. It's no different than Max Magicka (which scale damage and shields).
ZOS was right to ignore an ill informed community up to this point.
The_Outsider wrote: »
Juju_beans wrote: »Think about all the new people coming into the game trying to learn this stuff. Think about the people running sub 500 scores in VMA and the trouble they will have with the cremguards. Stam gets to make up for this with extra mitigation/armor value and an instant huge heal from vigor. Contrast that with some of the magic builds that do not have passive or an instant heal of that size.
I'd prefer to be able to give you a little leeway in this being new but the fact of the matter is I don't believe you have enough experience in this game to understand the repercussions of this change, and the combat team's track record historically shows they don't operate anywhere near reality. Please listen to your customer base.
You can slot vigor. Vigor isn't instant heal though..it's an HOT so you have to proactively cast it.
Thanks for the update, it's nice to hear that the devs are listening and taking the communities feedback seriously. I agree with the idea that maximum damage and solid survivability should not be easy to attain together just like maximum dps and solid healing should not be. I think most players discussing these changes would agree that magblades should not do the most dps and provide insane off-healing simultaneously. It's obvious based on the PTS changes that the devs and players are in agreement here. It's interesting to me that there is such a strong negative feedback against the 1 second cast time when it is clearly made along the same vein as the magblade off healing nerf. It's tricky to navigate because there are 2 camps of dissenters, knee-gerk reactions of outrage from people who crutch on harness magicka and don't know about all the planned changes/don't understand the way the game works very well, and protest from players who do understand these things and are providing constructive feedback/suggestions. GL figuring out which feedback is which lol.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.
- Bastion (red tree) will now be relevant in PVE and be more useful in PVP because of the buffed shield duration.
- Healers become relevant in 4-man content and have increased responsibility in trials.
- Evasion sets may have a place in the end-game healing community as a damage mitigation solution. Magblades can just slot Mirage and have better survivablity than stamblades do now on live.
- Damage shield use in, well any content, will require a measure of planning/forethought/strategy instead of being a brain dead "oh ***" button.
- These changes are an absolute massive buff to tank survivablity, this has a lot of potential implications. Tanks will be free to manage the groups buffs survivablity in a more intentional way in hard content instead of being constantly on the brink of death with the right mouse button taped down
- The dawn of bone shield meta
It's astonishing how everyone's talking past Rob. No wonder they don't take this "feedback" seriously.
He's just reiterating what the community has been saying for years, that defensive and offensive capability shouldn't derive from the same stats, items or abilities. That you should have to make a choice. He made it also clear that shields are just one issue that particularly stood out in this regard, and more changes are likely to come.
FInally! I for one agree 100% with the analysis and direction, albeit the proposed solution of adding a cast time has numerous issues, which have already been raised a few times between all the wailing and tantrums. I'm looking forward to the next PTS patch and the future of ESO in general.
Learn the game mechanics.
Damage and healing (ie survival) are affected by weapon damage. It's no different than Max Magicka (which scale damage and shields).
ZOS was right to ignore an ill informed community up to this point.
Healing can be debuffed, health bars can be crit and damage taken is affected by resistences. While i don't support the addition of cast time to shields, trying to compare shields with healing in the live server is absurd, casting a shield is way more effective than casting a heal. And all the crap they have been adding (extra damage vs shields on CP, shieldbreaker) where bad solutions to the main issue: shields ignore key game mechanics like crit damage and resistences.
The change of allowing crit and resistences/penetration on shields is a step in the right direction. It make require adjustments like shield size or some form of scaling with resistences to avoid punishing light armor and over-buffing heavy armor, but is a step in the right direction. With this properly implemented and a nerf to healing ward scaling at execute range levels of health, the cast time won't be needed at all.
It's astonishing how everyone's talking past Rob. No wonder they don't take this "feedback" seriously.
He's just reiterating what the community has been saying for years, that defensive and offensive capability shouldn't derive from the same stats, items or abilities. That you should have to make a choice. He made it also clear that shields are just one issue that particularly stood out in this regard, and more changes are likely to come.
FInally! I for one agree 100% with the analysis and direction, albeit the proposed solution of adding a cast time has numerous issues, which have already been raised a few times between all the wailing and tantrums. I'm looking forward to the next PTS patch and the future of ESO in general.