Doctordarkspawn wrote: »So, the changes are out, they didn't reverse the cast time nerf, they buffed dark exchange back to what it was, but what I found interesting was...
"Soldier of Anguish: Reduced the healing absorption value to 4800 from 5500, and the healing absorption debuff from this set can no longer stack with itself.
Developer Comment:
Spoiler
Damage shields from multiple sources cannot be stacked. We want healing absorption to follow this same ruleset."
Does this mean that the -aim- was to make sure damage shields cant stack, or did they allready -make- it so damage shields couldn't stack, and just didn't tell us?
Im going to TRY to be as non toxic as possible with this.....
Conjured Ward:
This ability and its morphs now have a 1-second cast time, previously an instant cast.
Increased the duration of the damage shield for Conjured Ward and the Hardened Ward morph to 9 seconds from 6 seconds.
Empowered Ward (morph): Increased the duration of the damage shield to 14 seconds from 9 seconds.
The increase to 9 seconds is useless shields dont stay up that long in pvp
Likewise the increase to 14 seconds is useless, see above
The cast time is the part i am most "upset" over
- Means you cant case shields back to back
- You cant cast them when your in trouble and have them take effect, compounding the fact that you already could not cast them in the same time frame you were on the attack because of the gcd
- A one second cast time is the same as a hard cast
-You can now deal a Critical Strike against an enemy with a damage shield.
-Your Spell and Physical Resistance now reduces incoming damage before it is applied to your damage shield.
This change makes damage shields function more consistently with the rest of the game’s mechanics. It means that damage shields are more powerful in PvE content since monsters generally don’t reduce armor. Heavy Armor players in particular will receive much more effective damage shields now. This is intended to make damage shields a more potent tools for tanks. We will be monitoring this change closely throughout the PTS cycle and will make adjustments as necessary.
-Poisons and Weapon Enchantments can now proc even if the damage done by the Light Attack, Heavy Attack, or Weapon Ability is fully absorbed by a damage shield.
My shield is 14k out of pvp, thats 7k in pvp, THATS 1 CRIT 1 and there is not a cast time in addition to the gcd were I cant cast a shield
I thought zos was trying to make tanks more kill able in pvp, by adding the resist to shields you have compounded that. Even tho god knows the light armor will need it now
Poisons and enchants procing im fine with, excluding entrap which compounds the easiest counter play against sorc, stuns
THIS PATCH HAS KILLED MAGSORC
There 0 reason to be a magsorc this update, Respectfully as possible I dont need to try this on pts, I have common sense, I know my class
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_MattFiror @ZOS_Wrobel
So.. Just to make sure I understand this correctly...when Murkmire comes out, the sorcerer has no instant damage mitigation skill in their kit, or one that is magicka based? Surely I am just missing it.
Super_Bubus wrote: »To be honest I don't like playing against a magsorc in BG or Cyro (for the very few times I go there). Why? Because players just brainlessly spam Ward+Harness/Dampen and Overload from their spawn in BG or run around doing the same. Of course it's not all, I've seen others play with Rune Prison which was fine I mean I accept being caught in a hard CC (even before Prison got nerfed) and suffer the burst that results from it. But brainless gameplay I don't.. Lazy players aren't good players.
Massacre_Wurm wrote: »Super_Bubus wrote: »To be honest I don't like playing against a magsorc in BG or Cyro (for the very few times I go there). Why? Because players just brainlessly spam Ward+Harness/Dampen and Overload from their spawn in BG or run around doing the same. Of course it's not all, I've seen others play with Rune Prison which was fine I mean I accept being caught in a hard CC (even before Prison got nerfed) and suffer the burst that results from it. But brainless gameplay I don't.. Lazy players aren't good players.
So using shields is "brainless" ? Looks like dodging or blocking or hit cloak only genius capable for.
Ofc sustain will be hurt. I only said that the dev's primary goal is not to reduce sustain^. I was pointing out that the alternatives that people keep spamming (minor/major system, stacking cost, ect) won't stand out to the devs because these ideas do not accomplish the change the devs are trying to make.The_Outsider wrote: »On live, every pvp build is built to centered around 1-3 shields instant cast shields defensively. It makes sense that the same build on PTS wouldn't work.RaddlemanNumber7 wrote: »Patch 4.2.1 - Hardened Ward cast time
I tried some intense solo combat against a lot of resource and flag guards in Cyrodiil. I'm losing a lot of fights that I know I can regularly win on live.
The cast time on Hardened Ward is too much. Stopping for what seems like a very long second to lay an egg in the middle of intense solo combat just turns you into a sitting duck. Hardened Ward is now a liability, and without it the whole character will need to be rethought and rebuilt.
I haven't tried it in PvP, but the effect of the cast time must be even worse given the added high mobility and split second reaction times required for PvP combat.
The fighting style that makes Mag Sorc distinct from other classes is going to be impossible to use, except for fighting trash mobs and delve bosses.
IMHO I think that adding cast times to shields is a big mistake.
The point of the change was to change the way large, cheap shields are used, not to make them weaker. It is for this reason I don't believe zos will respond to the suggested alternatives to the cast time: they all either prevent shield stacking or hurt shield sustain. These are both things the devs are not (at least primarily) trying to do.
Sustain will be hurt in a big way. No longer can shield be used reactively which mean that shield will have to be maintain every sec of play. This will cause an over pay for shields.
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.
Super_Bubus wrote: »Well yeah I'm on the same side here I don't want any cast time because I play magsorc in PVE aswell and I know why most sorc do spam the shields in PVP and I'm fine with that most times. And god how I'm glad to have my ward when surge can't heal through in vMA. Like I said I'm no PVP hero I'm just trying to share my small exp in BG mostly, which might not be a good way to experience PVP, but eh.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_MattFiror @ZOS_Wrobel
If a Sorc tank has to have a cast time on his/her shield, then it's honestly only fair if all others have the same. Bone Shield, Igneous Shield, Sun Shield, Crystalized Shield.
Please level the playing field.
wills43b14_ESO wrote: »I'm honestly surprised these changes have come this far. I'm pretty sure these changes were mostly centered around PvP with little thought to PvE, but let me provide some insight into how the shield cast times will ruin Sorc PvE. Regardless of PvP cries of doom, I think the PvP sorcs, if they convert to heavy and sustain is buffed, will fare okay.... not great, but okay.