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: »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.
...
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic
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
If stacking is the issue, make it so shields can't stack. Simple.
No one that I have ever seen asked them to have resistances applied to them. The cast times are simply there to appease the loud people who are bad at pvp as far as I can tell, and it's seriously going to screw up pve end-game.
Simple solution : first shield is without cast-time, second shield cast within 4s of the previous one has a 1s cast-time
Did you test any skill with a cast time? Years have shown that skills with a cast time just don't work in PvP or heavy PvE, because these skills are like casting a "Time Freeze" from the Psijics on YOURSELF, so that you become a Target Dummy for the cast time. As a consequence nobody uses such skills in PvP or heavy PvE. And now even a cast time for an essential survival skill? It is baffling - whoever came up with the idea of a cast time for shields has NO IDEA WHAT THIS MEANS... If cast times for shields will come true, at least there needs to be a cast time for Cloaking as well (survival skill of NBs), or Sorcs will just become cannon fodder. After a cast time for Cloaking, then next cast time then needs to be .... you see where this is leading...Simple solution : first shield is without cast-time, second shield cast within 4s of the previous one has a 1s cast-time
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.
/snip
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.
/snip
While I think people will still generally take multiple issues against the change, I do appreciate the response.
Regarding the effort to balance the power of shielding against itemizing for dps while still getting a lot of defense out of shields, I don't think a cast time is the right approach. A cooldown seems like a better way, or simply increase the cost so that it is difficult to use the shield too often. It could even be the kind of thing where the cost increases by 50% each time it is cast within a certain window (10 seconds, maybe).
I think it is also worth asking if the premise is even sound. Given that shields are going to see massive changes anyway, I don't think pursuing these trade-offs is appropriate, because it is the old form of shields that is regarded as "problematic." Let's see how they look with the new changes, without the cast time, and go from there. In other words, you wouldn't take a canoe and put wheels and wings on at the same time; you would try one out, see if it works, then try the other if you didn't like the result.
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.
Instead of overly complicating this with compounding nerfs, how about start small. Lets look at 2 main concerns as I see them.
1. Shield stacking
2. Shield spamming
A simple way to address this without such major impact.
1. Shields cannot stack. Self cast shields overwrite shields applied by other group members or previously self cast shields.
2. Increase the cost of shields for those you consider to easy to spam, such as hardened ward.
Then see how that goes and what is effected and go from there. Transitioning from the current design to your proposed design is like jumping out of a parked car trying to board a moving train.
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."
How about "When your shield is up, your abilities and weapons do 10% less damage." That would allow reactionary use of defense, but do exactly what you desire -- trim damage output when survivability is buffed.
Better yet, why not just address the REAL complaint and prevent stacking of multiple shields. Lots of suggested ways to do that in the thread above, so I won't repeat them here.
I can't think of a worse way to address the problem than adding cast time. Please revert.
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.
My ideas :
-Not add a cast time on shield. Now players can crit on shield and resistances increase shields.
-Don't nerf the dark exchange, you nerfed it when you up the time for cast it.
-Inscrease the damage of crystal frag, you nerfed it by 10% but why ? Look at stamina damage and tankyness.
-Overload now isn't a 3rd bar or other, just need to click to ultimate key for throw one ball of shock
All my ideas are only for PVP, the magsorc need to be competitive in PVE too, but idk what can be good for that.
CritsTheBed wrote: »I will continue playing occasionally but for free. 15 character slots maxed, bank maxed, storage maxed. Combine that with poor performance, terrible balancing, why would I as a customer give zenimax online studios any of my money for anything? The only reason I subbed as long as I have is because I enjoyed the game and had some faith in the people behind the scenes but this kind of" balance" is not something I enjoy and shows me that this company does not deserve my money bc they obviously don't understand their own game.
Remember all the bad press eso had from the start? It seems as if you've pulled away from that despite the performance issues because eso is pretty fun at times and you have a lot of people hooked on it lately. But these changes coupled with the same poor game performance we've had for years will be what you're publicly known for yet again. I like many others will bash this game to a point where Superbowl ads won't save you.
Eso isn't an amazing must have title in 2018. Performance is horrible a lot of times, the dlcs aren't exactly groundbreaking and the class balance seems made up from people who don't own computers. So if you can't fixed the performance, at least don't introduce game breaking mechanics into the mix again.
Zenimax, you will lose more than you will gain from this. New dlc is meh at best so instead of going for yet another quick grab on dlcs, maybe please the customers who have paid and supported you because without them there would be no you.
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 There were so many ways to nerf shields without adding a cast time. And no, cast time does not and has not ever made combat "more interesting".
A "shield fatigue" system where subsequent casts would be less effective or more costly would've worked far better.
But I want to highlight your view that shields are "out of line" in PvE by asking you a question: How many devs have attempted vCR +3? Are you aware of the kind of damage spikes there are in that trial? Are you aware that if a Malicious Strike picks you as its random target while you are stacked for a Roaring Flare, that you are dead if you don't have a shield? Are you aware that if multiple Malicious Strikes target you (again, they are random), that they will wipe you out in less than a second if you don't have a shield? None of this is something that people can heal through. And we are already asking people to run more health in vCR than in other trials.
There are many players who main stamina, who prefer stamina, and they are forced to come as magicka for certain content, precisely because there is so much damage where damage shields are the only viable solution. So, no, I take special objection to your comment about PvE and suspect that your dev team that wipes in normal Cloudrest is probably wildly out of touch with with what kinds of challenges we are faced with in vet DLC content.