fastolfv_ESO wrote: »why didnt they just make shields not stack? this should have been implemented a few years ago and everything would be fine atm. It cant be this difficult to balance, if your opponent only spams shields he isnt killing you and can be locked down to stop him so why change the cast time? its like going in a huge circle around the problem and screwing everything else up along the way to fix a simple problem
themaddaedra wrote: »Please take the %8 magicka buff from a skill we'll never use, and make it a class skill line passive. Nightblades get their %8 max magicka by slotting Funnel Health, so sorcs should have it as a passive for slotting an actually useful class skill (i'd put my bet on Crystal Frags, but could also be Mage's Wrath or Curse, all three are from different trees).
@Galarthor is getting exhausting because most of you arguments are fundamentally flawed.
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 like heals, currently shields provide damage mitigation by granting resistences to crits and penetration, thats why small shields like Igneous Shield are useful even when their size is laughable, they prevent crits and negate all enemy penetration. Healing doesn't mitigate damage, you can have all the healing the world and get bursted in a single combo, good look doing that agaisnt shields.
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 size and scaling from stats is designed to not need buffs. You can't counter the extra shield of a guy stacking magika, but you can counter the extra heals of a guy stacking max stam. Also saying that shields are not affected by buffs is not entire true, becuase things like major/minor protection affect shields, fighting a magsorc with pirate skeleton is a waste of time.
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.
Only damage can crit in this game, and heals are procesed as positive damage by the engine, that's why heals can crit. Shields not being able to crit are not a reason for shield to provide inmunity to crits, rendering useless a key mechanic of the combat like critical hits.
This change is not just about balance, is about fixing bad game design that goes agaisnt the core mechanics of the combat in ESO.
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.
As i said before, shields should be affected by resistences and penetration in order to avoid parts of the game that ignore key combat mechanics. Shield size and scaling with resistences should be adjusted to avoid nuking light armor builds and/or overbuffing heavy armor
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..
Shields are precasted constantly to provide mitigation, and they can also be used reactively (cc break and re-apply). IF you draw a comparision to stamina heals for example, burst heals are 100% reactively and HoTs are precasted (as magika builds have to keep shields up, stamina builds have to keep vigor up), shields are both.
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.
1) already suggested how to balance that. A proper scaling for resistences, some sort of dimish return curve that will allow shields to be effective with both light and heavy armor
2-3) bad game design. There is no reason to make abilities useless on your bar withouth a clear explanation, specially for the new player. In game where you can only have 10 skills, blocking 1 or 2 skills to prevent shield stacking is an awful idea.
Healing ward is the most broken shield of all, you can recover from 1% hp while getting spammed with excutes. Is the main reason why dueling shield builds is so dumb
4) You can dodge, block and cloak on top of using shields, and you can even block cast shields (and block with the magika pool using an ice staff, many dk's are *** that for example). In the past, the way of killing a sorc was to drain his stamina, now that is imposible unless the sorc is really bad or it has a bad build. With things like shackle, tristat enchats, etc you can easily have 15k+ plus stam pool with enought recovery to dodge, block, cc break for ages.
Also shields mitigation is not flat/absolute, the more damage the attackr has, more mitigation they provide because the biggest damage multiplier in the game is the crit multiplier.
So @ZOS_RobGarrett are you reading all these posts?
So @ZOS_RobGarrett are you reading all these posts?
I'm sure he is. The question however is, will he and the rest of the dev team listen to the countless arguments we have made against the cast time, or simply ignore our feedback and proceed on with their already-decided changes.
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
TheInfernalRage wrote: »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
@ZOS_RobGarrett , please tell us how to adapt? I am really interested to know how.
TheInfernalRage wrote: »@ZOS_RobGarrett , please tell us how to adapt? I am really interested to know how.
XIIICaesar wrote: »But the shields are still there. And they're plenty of other defensive options for sorcs other than shields. There's invisibility potions. Roll Dodge. You can lessen the cost with CPs. You can increase a sorcs low stamina pool with tristat glyphs. There's I'm sure many other options too. Use a piece of mewdium armor for the passives & heavy armor for the passives. CPs can also increase your resistance too. Use a protective trait on jewelry. The only issue is wether or not a player wants to be more creative with there build & look into those other options or just fold and give up there sorc just because a few abilities aren't as care-free & easy as they previously were.