GreatGildersleeve wrote: »I’m going to stir the pot a bit. I thought the choice was between damage output and sustain? Wasn’t that the motivation for the great sustain nerfs of 2017? (Or was it 2016?) Now it’s a choice between damage output and survivability? Which is it? Or is it both?
If you’ve got a problem with power creep stop adding CP every patch and be obvious about it... nerf actual damage into the ground and stop messing with everything EXCEPT damage.
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.
ZOS_RobGarrett wrote: »Hey all,
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting.
.
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.
BaylorCorvette wrote: »A bit disappointed that the 3rd bar from Overload is being removed. This further pigeon holes StamSorcs class diversity. A StamSorc barley has any class abilities to use as is (lots of passives are useless too), but at least a StamSorc could have a third bar using Overload. Not sure I understand why that was removed. A StamSorc is giving up an Ult slot to gain access to a third bar. Seems balanced to me.
Maybe if there were more tweaks in favor of StamSorc class identity this would be OK, but there isn't any.
so Dark Deal really needed to be changed? While absolutely no improvements for a stam sorc in PVE or PVP?
Please find a way to do it other than adding cast times. Cast times make for horrible combat -- or shelving of skills.ZOS_RobGarrett wrote: »We believe choices between damage output and survivability make combat more interesting."
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.
.
First off, shields are essentially heals b/c just like heals they extend your total amount of HP / HP pool. Shield are heals paid upfront! Other mitigation mechanisms in the game do not extend your HP pool, but reduce the damage taken directly (i.e. dodge, block, cloak).
Shields are not affected by debuffs because they don't benefit from buffs either. The Buff-Debuff system is designed in such a way that for every buff there is a debuff countering it. It's just a creative choice of the designers to have one kind of "heal" affected by the buff system but not the other one - but at the bottom line it balances out.
Shields cannot be critted b/c they themselves don't crit. Unlike heals, which can crit b/c your HP bar can be critted. Again, there is nothing imbalanced here and it's just a creative choice of the designers. It would only have been problematic if one could crit but not be critted or vice versa.
Shields are not affected by resistances, meaning they actually take the full force of the attacks. In return their tooltip is (or should be) adjusted upwards accordingly. Again, there is nothing imbalanced here and it's just a creative choice of the designers. And there is nothing imbalanced about it. It's simple math.
Casting a shield is not necessarily more effective and efficient than casting a heal. B/c you have to use shield proactively you run the risk of "overpaying". That is applying a shield that is not needed and thus wasting time and resources and opportunities to deal damage. That is a kind of risk you don't face when using heals as they are utilized reactively when the HP pool already got drained to a certain degree..
[/quote]The way to "fix" shields is to:
1) make them scale with light armor b/c heavy armor + large shields is just cancerous.
2) Allowing only 1 shield to be active at any given time (excluding healing ward as that is a heal and would not work otherwise)
3) In return buff the strength of the different shields, b/c 1 shield is not enough.
Optimally:
4) introduce some mechanism to reduce damage taken from multiple targets b/c it is based on absolute values rather than percentage values such as dodge, block, resistances, and cloak.
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.
Has there even been a case where ZOS changed a skill from instant cast to 1 sec cast(or more)? I remember a few in which the opposite was done but I can't remember a single time that an instant skill was changed to a casted one, maybe someone can name a few examples?
I don't think people realize that if they didn't give them a cast time, You could basically make a build right now with insane Mitigation with layered stacking shields while being immune to Crits pretty much.
It would of been easier to just go to a Major/Minor buff system though, Make Annulment Major Shield along with Hardened.
but I understand why they went with the cast time approach if they're going Mitigation Route
Sandman929 wrote: »I'm just amazed at the huge red rubber balls of players telling class creators how the class is supposed to function simply because that's how they're played currently.
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.
With the fast paced gameplay that ESO has, how does a change like this make it through? This is the same sort of garbage that ZOS tried to do with Templars back in the day with a "house". Putting a cast time on a shield whether you can interrupt it or not is putting the player at a severe disadvantage. I just can't understand how you come to this conclusion.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,
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic