TheInfernalRage wrote: »@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_MattFiror @ZOS_Wrobel
Increase Pet Damage by 30-35% and I won't mind the shield cast-time.
WuffyCerulei wrote: »Just wanna say, @ZOS_RobGarrett , if you guys truly are hellbent on making shields less cheesey, consider putting a cooldown like that of streak. It'll keep people from spamming the shields a lot, but still have the instant defense. It'll most likely have less of an impact of PVE as well. PVE people don't have to shield up as often as PVPers do, but need the instant damage mitigation. At most, they may need 3 casts in a row. At most.
joaaocaampos wrote: »WuffyCerulei wrote: »Just wanna say, @ZOS_RobGarrett , if you guys truly are hellbent on making shields less cheesey, consider putting a cooldown like that of streak. It'll keep people from spamming the shields a lot, but still have the instant defense. It'll most likely have less of an impact of PVE as well. PVE people don't have to shield up as often as PVPers do, but need the instant damage mitigation. At most, they may need 3 casts in a row. At most.
Instead of cast time, I have incessantly suggested increasing the cost. But your suggestion is better than mine. The cost should come gradually in the same way as Streak.
"Casting again within X seconds cost Y% more Magicka."
Or they can do a shared cooldown with Annulment (and perhaps Steadfast Ward). The same way that happens with Spear Shards and Necrotic Orb.
"Casting Conjured Ward or Annulment again within X seconds cost Y% more Magicka." This tooltip could be in both skills.
mmolegends44 wrote: »All you got to do is no shields for sorcs inside cyrodil inside pve let the sorcs use their shields of that doesn't work screw it add the cast time sick and tired of these sorcs shield stacking and cannot penetrate through the ones complainin are the ones that know mag sorcs are overpowered in pvp everyone is a mag sorc they know they don't die often at all spam shields and healing ward hell you guys should nerf healing ward give that a cast time too
WHY ANYONE WOULD EVER WANT ME AS DPS?joaaocaampos wrote: »
- PvE: You will usually use it to survive. But you will do less damage. Heavy Attack + Damage Shield rotation, baby! Better than cast time.
synergy for alkosh uptime, major berserk ( atronach ) buff for the magNB closest to you.
Yes it's sad.
The state of endgame pve is 7 magnbs and one sorc. Sorc not for dps because its dreadful, but for this two things it can do, which is minor prophecy and liquid lightning for tank alkosh proc. to buff an all might nbs
ok lets talk about magsorc "adapting"
devs, please present us with what you think is a viable pvp nonpet magsorc build for murkimire
Some tips,
if its light armor, its not viable anymore
if its heavy, our sustain is trash in light, its not viable
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
I haven't seen footage of PTS magicka sorc gameplay, so here's some. But keep in mind, this is by no means the best build for the next patch nor did I try all possibilities, it's just some duels I had. Also I'm from EU so my connection to the server isn't perfect. I hope this helps some of you.
https://youtu.be/6PXxP8K7Kac
I haven't seen footage of PTS magicka sorc gameplay, so here's some. But keep in mind, this is by no means the best build for the next patch nor did I try all possibilities, it's just some duels I had. Also I'm from EU so my connection to the server isn't perfect. I hope this helps some of you.
https://youtu.be/6PXxP8K7Kac
oxygen_thief wrote: »Quite frankly nerf is not needed. shields are absolutely fine as they are in non cp environment. in cp pvp there are "unkillable" troll builds on every other class too thus something is wrong with cp system not with shields. but who cares
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.
CaptainVenom wrote: »There's a simple way to get Wards working better, and without casting time: change it so it doesn't fully protect you: wards could now absorb 90% of incoming damage, and the remaining 10% goes to your health. This way, we keep our shields and shield stacking becomes unreliable in PvP.