rosendoichinoveb17_ESO wrote: »I just know that only the top leader-boards will be able to complete vAS+2 and vCR+3. My group does 100k+ score in vAS and I know that we will need at least 10 hours of practice to even clear the thing with the shield cast times as a lot of people will be dead and the group will wipe because of that. You cannot just avoid the one shot mechanics there if not casing a shield. If you have a one second of cast time on the shield while someone near you is targeted with the poison cone you are just going to die. Dodge rolling this mechanic also results in insta-deaths in most cases are usually people need to shield and block walk away from the cone. Also people will not be able to cast a shield while kiting the meteors as it will slow their movement and result in a certain death.
As suggested by other members here there are a lot of better alternatives to nerf shields rather than that horrible cast time:
- increase the cost of consecutive shield casts (the same as how streak functions)
- decrease the the shield strength
There are probably more good alternatives, but adding a cast time will kill the PvE trial environment for new players and progression groups. Basically the only groups that will be affected the least are the ones that can do no-death and speed runs which are only a few. This is a horrible idea and hopefully it gets changed or a lot of us will just stop going to trials (there is no point to struggle as a magicka character, better go with a full stamina group now with bow/bow for ranged setups except if you are part of that 0.0001% of the player-base).
rosendoichinoveb17_ESO wrote: »I just know that only the top leader-boards will be able to complete vAS+2 and vCR+3. My group does 100k+ score in vAS and I know that we will need at least 10 hours of practice to even clear the thing with the shield cast times as a lot of people will be dead and the group will wipe because of that. You cannot just avoid the one shot mechanics there if not casing a shield. If you have a one second of cast time on the shield while someone near you is targeted with the poison cone you are just going to die. Dodge rolling this mechanic also results in insta-deaths in most cases are usually people need to shield and block walk away from the cone. Also people will not be able to cast a shield while kiting the meteors as it will slow their movement and result in a certain death.
As suggested by other members here there are a lot of better alternatives to nerf shields rather than that horrible cast time:
- increase the cost of consecutive shield casts (the same as how streak functions)
- decrease the the shield strength
There are probably more good alternatives, but adding a cast time will kill the PvE trial environment for new players and progression groups. Basically the only groups that will be affected the least are the ones that can do no-death and speed runs which are only a few. This is a horrible idea and hopefully it gets changed or a lot of us will just stop going to trials (there is no point to struggle as a magicka character, better go with a full stamina group now with bow/bow for ranged setups except if you are part of that 0.0001% of the player-base).
This is a solution for PVE players but not for PVP players. At this time the sorc need to be up. Shields in PVP are useless against oblivion damage, we are the only class who have a counter set so, why nerf shields ?
You proposed to increase the cost of consecutive shields. In PVP you need you shield all second, so you solution is crapy, like ZoS cast time.
You proposed to decrease the shield strength ? Now the meta is full stamina and they can kill you shield in 1 seconde.
So where is your solution ? If it's that, it's just crap and isn't sufficient.
rosendoichinoveb17_ESO wrote: »
As someone suggested they can make two morphs of the shields: one for PvP and one for PvE (with no cast time). This will make both parties happy.
Remove the cast time for the shield and increase the mana cost, or whatever... 1 second is way to much for how fast the combat is.
How about adding a 1 second cast duration for blocking too?
joaaocaampos wrote: »Let's make the Sorcerers less dependent on the damage shields!And, Sorcerers, don't forget to use Surge/Power Surge!
- Blood Magic (Dark Magic Passive): Hitting an enemy with a Dark Magic ability heals you for 5%/8%10% Maximum Health. This effect can occur once every 0.5 seconds.
- Implosion (Storm Calling Passive): Whenever you deal Shock Damage you have a 3%/ 6% chance to instantly disintegrate enemies under 15% Health, dealing X Shock Damage and healing you for Y Health. Whenever you deal Physical Damage you have a 3%/ 6% chance to instantly pulverize enemies under 15% Health, dealing X Physical Damage.
So... Conjured Ward!
- This ability and its morphs now have a 1-second cast time, previously an instant cast.
- After using Conjured Ward, the next use within 6 seconds costs 35% more. That is...
- Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within 6 seconds cost 35% more Magicka.
Obs.:
- Implosion healing only activates using Shock Damage. By the way... This change is optional. But Blood Magic buff is necessary.
- Yes, it's "within 6 seconds", but the Magicka cost will increase by 35%, not 50% as Bolt Escape.
Annulment will work the same way.
- Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within 6 seconds cost 35% more Magicka.
Optional change
- Conjured Ward and Annulment share the same cooldown. Otherwise, every 3-4 seconds, the Sorcerer will use Conjured Ward > Annulment > Conjured Ward > Annulment > Conjured Ward > Annulment etc without the Magicka increase. So...
- "(...) Casting Conjured Ward or Annulment again within 6 seconds cost 35% more Magicka."
@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear
I hope devs would read this even tho, they dont want suggestions:
Reduce shield size by 50 % but they dont get reduced by battlespirit anymore.
For pvp: Shields have Resistences now and you can crit them. This is already really strong and could be monitored after it hits live servers to see how it will influence sorcs in pvp. More changes can be done with Update 21 if needed then.
Pve: Shields are 50% weaker and wont protect you against everything in dungeons/trials making healers more welcome cause you cant shield everything.
In addition to this, shield have Resistences now and since no end game dps runs an armor buff (besides NB with the passive) it would also make Warden Healers more viable cause they can provide Major Resistences Buff to the group making their shields a bit stronger.
So, shields still got a hit with resist and crit resist. Arent 40k + in pve anymore but are not 100% useless, they still offer some protection and can be buffed by warden healers.
Cast time needs to go.
DoonerSeraph wrote: »I hope devs would read this even tho, they dont want suggestions:
Reduce shield size by 50 % but they dont get reduced by battlespirit anymore.
For pvp: Shields have Resistences now and you can crit them. This is already really strong and could be monitored after it hits live servers to see how it will influence sorcs in pvp. More changes can be done with Update 21 if needed then.
Pve: Shields are 50% weaker and wont protect you against everything in dungeons/trials making healers more welcome cause you cant shield everything.
In addition to this, shield have Resistences now and since no end game dps runs an armor buff (besides NB with the passive) it would also make Warden Healers more viable cause they can provide Major Resistences Buff to the group making their shields a bit stronger.
So, shields still got a hit with resist and crit resist. Arent 40k + in pve anymore but are not 100% useless, they still offer some protection and can be buffed by warden healers.
Cast time needs to go.
I wholehearted agree and I dont even use any of the shields hit with the cast time nerf. I just find the change slow, dull and against what I love in ESO combat, how dynamic it is. Moron-wind nerfs already took a part of it, lets not start adding cast times otherwise ESO will just be another generic MMO full of cooldowns and delays and cast times
Only point of attention to this suggestion is how sets that provide a damage shield shall be treated? Halve these too?
StamWhipCultist wrote: »@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.
Sorc got nerfed, better level entire game to the ground...
Sorc tank is a meme anyways, and you advocate all other tanks to be weakened since you cannot think outside box.
BTW, if you are sorc tank, bone shield would provide 20x more benefits to your group that ward.
DoonerSeraph wrote: »I hope devs would read this even tho, they dont want suggestions:
Reduce shield size by 50 % but they dont get reduced by battlespirit anymore.
For pvp: Shields have Resistences now and you can crit them. This is already really strong and could be monitored after it hits live servers to see how it will influence sorcs in pvp. More changes can be done with Update 21 if needed then.
Pve: Shields are 50% weaker and wont protect you against everything in dungeons/trials making healers more welcome cause you cant shield everything.
In addition to this, shield have Resistences now and since no end game dps runs an armor buff (besides NB with the passive) it would also make Warden Healers more viable cause they can provide Major Resistences Buff to the group making their shields a bit stronger.
So, shields still got a hit with resist and crit resist. Arent 40k + in pve anymore but are not 100% useless, they still offer some protection and can be buffed by warden healers.
Cast time needs to go.
I wholehearted agree and I dont even use any of the shields hit with the cast time nerf. I just find the change slow, dull and against what I love in ESO combat, how dynamic it is. Moron-wind nerfs already took a part of it, lets not start adding cast times otherwise ESO will just be another generic MMO full of cooldowns and delays and cast times
Only point of attention to this suggestion is how sets that provide a damage shield shall be treated? Halve these too?
Sets that provide a damage shields are actually pretty weak already in pvp and could kinda stay the same due to them not being viable. So not touching them could open more build diversity cause i guess some of them would become viable.
Pve wise there is also no change needed. No DD would slot anykind of these sets cause it would result in a huge dps loss. And thats what Zos wants or? If you want to survive more (slot a set that gives a damage shield) you should trade damage for this.
And what Dark Magic ability are we supposed to use that frequently that we get a decent heal out of it.
As Galathor already said, what spammable to take viable use of Blood Magic?
And how do you suggest to keep Light Armor builds from being one-shotted, the remaining 4 to 5 seconds after the shield is down?
I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.
Dark Magic already heals for 10%.
AgaTheGreat wrote: »Why can't they make 1 second cast time in Cyrodiil and BGs and leave PVE environment alone? The devs are completely clueless about the END GAME experience of the game they themselves designed.
joaaocaampos wrote: »And what Dark Magic ability are we supposed to use that frequently that we get a decent heal out of it.As Galathor already said, what spammable to take viable use of Blood Magic?
Crystal Shard (and morphs).And how do you suggest to keep Light Armor builds from being one-shotted, the remaining 4 to 5 seconds after the shield is down?I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.
I have 7 chars max lvl/cp, and 5 are magicka: one from each class. And... Spam damage shield is ridiculous! Keeping the shield up for the whole fight is ridiculous! There's nothing funny about it! And hey, I only play often with my magicka chars!
It could also be "Casting again within 4 seconds cost 35% more Magicka.Dark Magic already heals for 10%.
Sorry, I didn't realize that little detail! So 6%/12%!
joaaocaampos wrote: »And what Dark Magic ability are we supposed to use that frequently that we get a decent heal out of it.As Galathor already said, what spammable to take viable use of Blood Magic?
Crystal Shard (and morphs).And how do you suggest to keep Light Armor builds from being one-shotted, the remaining 4 to 5 seconds after the shield is down?I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.
I have 7 chars max lvl/cp, and 5 are magicka: one from each class. And... Spam damage shield is ridiculous! Keeping the shield up for the whole fight is ridiculous! There's nothing funny about it! And hey, I only play often with my magicka chars!
It could also be "Casting again within 4 seconds cost 35% more Magicka.Dark Magic already heals for 10%.
Sorry, I didn't realize that little detail! So 6%/12%!
Crystal shard or morphs as a SPAMMABLE? This ability has a 1 second cast time. I think you dont know what a spammable means...... where is my action combat. If i use craystal shard as a spammable i can go play WoW.
Spamming shields is our main defense. We need to spam it otherwise we are dead.
Oh Ye, increasing Blood Magic by 2% making it 1% more healing in pvp cause of battlespirit will definitly help. Thanks.
Not enough. Frags is only ever used on proc - so not exactly a spammable. - And not to forget, that 12% is halved in PVP and subject to heal debuffs. So, a frag roughly every 4 seconds, with maybe half of them dodged/reflected(being generous)... = a hit roughly every 8 seconds.. for, lets say with 22k health (I currently run with 17k, btw) = a 1.3k heal... = 165 health per second...
Nah - this passive is ONLY worthwhile If there is a reasonably fast-ticking dot in the line. (why some have suggested cage does dmg over time)
joaaocaampos wrote: »Crystal shard or morphs as a SPAMMABLE? This ability has a 1 second cast time. I think you dont know what a spammable means...... where is my action combat. If i use craystal shard as a spammable i can go play WoW.
Spamming shields is our main defense. We need to spam it otherwise we are dead.
Oh Ye, increasing Blood Magic by 2% making it 1% more healing in pvp cause of battlespirit will definitly help. Thanks.Not enough. Frags is only ever used on proc - so not exactly a spammable. - And not to forget, that 12% is halved in PVP and subject to heal debuffs. So, a frag roughly every 4 seconds, with maybe half of them dodged/reflected(being generous)... = a hit roughly every 8 seconds.. for, lets say with 22k health (I currently run with 17k, btw) = a 1.3k heal... = 165 health per second...
Nah - this passive is ONLY worthwhile If there is a reasonably fast-ticking dot in the line. (why some have suggested cage does dmg over time)
Sorry about "spam".
BTW, they can change the passive!This new Blood Magic heal + Surge heal = nice healing.
- Hitting an enemy with a Sorcerer ability heals you for X% Max Health. This effect can occur once every 2 seconds (not 0.5).
joaaocaampos wrote: »Let's make the Sorcerers less dependent on the damage shields, buffing Blood Magic Passive!
- Blood Magic (Dark Magic Passive): Hitting an enemy with a Sorcerer Magicka ability heals you for 5%/10% Maximum Health. This effect can occur once every 2 seconds.
- Conjured Ward: This ability and its morphs now have a 1-second cast time, previously an instant cast.
- After using Conjured Ward, the next use within 4 or 6 seconds costs 35% more. That is...
- Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within Y seconds cost 35% more Magicka.
Obs.:
- Blood Magic effect can occur once every 2 seconds (not 0.5 seconds) because it happens when hitting an enemy with any Sorcerer skill!
- Y: 4 or 6 seconds. And the Magicka cost will increase by 35%, not 50% as Bolt Escape.
Annulment will work the same way.
- Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within Y seconds cost 35% more Magicka.
Optional change
- Conjured Ward and Annulment share the same cooldown. So...
- "(...) Casting Conjured Ward or Annulment again within Y seconds cost 35% more Magicka."
@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear
Im actually excited to use the new overload. Gonna weave it with force pulse with queen’s elegance and amber plasm. Gonna use bloodspawn as my monster set too. It’s just the shield cast time that has to go. >:(
Im actually excited to use the new overload. Gonna weave it with force pulse with queen’s elegance and amber plasm. Gonna use bloodspawn as my monster set too. It’s just the shield cast time that has to go. >:(
The Overload change changes one subset of a playstyle for one class. The shield cast time ends an entire playstyle across all classes.
All this because people can’t figure out how to burst a sorc and apply constant pressure.
joaaocaampos wrote: »Let's make the Sorcerers less dependent on the damage shields!And, Sorcerers, don't forget to use Surge/Power Surge!
- Blood Magic (Dark Magic Passive): Hitting an enemy with a Dark Magic ability heals you for 5%/8%10% Maximum Health. This effect can occur once every 0.5 seconds.
- Implosion (Storm Calling Passive): Whenever you deal Shock Damage you have a 3%/ 6% chance to instantly disintegrate enemies under 15% Health, dealing X Shock Damage and healing you for Y Health. Whenever you deal Physical Damage you have a 3%/ 6% chance to instantly pulverize enemies under 15% Health, dealing X Physical Damage.
So... Conjured Ward!
- This ability and its morphs now have a 1-second cast time, previously an instant cast.
- After using Conjured Ward, the next use within 6 seconds costs 35% more. That is...
- Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within 6 seconds cost 35% more Magicka.
Obs.:
- Implosion healing only activates using Shock Damage. By the way... This change is optional. But Blood Magic buff is necessary.
- Yes, it's "within 6 seconds", but the Magicka cost will increase by 35%, not 50% as Bolt Escape.
Annulment will work the same way.
- Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within 6 seconds cost 35% more Magicka.
Optional change
- Conjured Ward and Annulment share the same cooldown. Otherwise, every 3-4 seconds, the Sorcerer will use Conjured Ward > Annulment > Conjured Ward > Annulment > Conjured Ward > Annulment etc without the Magicka increase. So...
- "(...) Casting Conjured Ward or Annulment again within 6 seconds cost 35% more Magicka."
@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear
As Galathor already said, what spammable to take viable use of Blood Magic?
I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.
joaaocaampos wrote: »Let's make the Sorcerers less dependent on the damage shields!And, Sorcerers, don't forget to use Surge/Power Surge!
- Blood Magic (Dark Magic Passive): Hitting an enemy with a Dark Magic ability heals you for 5%/8%10% Maximum Health. This effect can occur once every 0.5 seconds.
- Implosion (Storm Calling Passive): Whenever you deal Shock Damage you have a 3%/ 6% chance to instantly disintegrate enemies under 15% Health, dealing X Shock Damage and healing you for Y Health. Whenever you deal Physical Damage you have a 3%/ 6% chance to instantly pulverize enemies under 15% Health, dealing X Physical Damage.
So... Conjured Ward!
- This ability and its morphs now have a 1-second cast time, previously an instant cast.
- After using Conjured Ward, the next use within 6 seconds costs 35% more. That is...
- Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within 6 seconds cost 35% more Magicka.
Obs.:
- Implosion healing only activates using Shock Damage. By the way... This change is optional. But Blood Magic buff is necessary.
- Yes, it's "within 6 seconds", but the Magicka cost will increase by 35%, not 50% as Bolt Escape.
Annulment will work the same way.
- Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within 6 seconds cost 35% more Magicka.
Optional change
- Conjured Ward and Annulment share the same cooldown. Otherwise, every 3-4 seconds, the Sorcerer will use Conjured Ward > Annulment > Conjured Ward > Annulment > Conjured Ward > Annulment etc without the Magicka increase. So...
- "(...) Casting Conjured Ward or Annulment again within 6 seconds cost 35% more Magicka."
@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear
As Galathor already said, what spammable to take viable use of Blood Magic?
I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.
I almost always have liquid lighting ticking away, pet attacks would be considered a "sorcerer ability," boundless storm/hurricane would count.... there are a lot of opportunities to deal damage with a sorcerer ability if you slot the right skills. Coupled with crit/power surge, there would be some nice healing ticks coming in pretty regularly.
joaaocaampos wrote: »Let's make the Sorcerers less dependent on the damage shields!And, Sorcerers, don't forget to use Surge/Power Surge!
- Blood Magic (Dark Magic Passive): Hitting an enemy with a Dark Magic ability heals you for 5%/8%10% Maximum Health. This effect can occur once every 0.5 seconds.
- Implosion (Storm Calling Passive): Whenever you deal Shock Damage you have a 3%/ 6% chance to instantly disintegrate enemies under 15% Health, dealing X Shock Damage and healing you for Y Health. Whenever you deal Physical Damage you have a 3%/ 6% chance to instantly pulverize enemies under 15% Health, dealing X Physical Damage.
So... Conjured Ward!
- This ability and its morphs now have a 1-second cast time, previously an instant cast.
- After using Conjured Ward, the next use within 6 seconds costs 35% more. That is...
- Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within 6 seconds cost 35% more Magicka.
Obs.:
- Implosion healing only activates using Shock Damage. By the way... This change is optional. But Blood Magic buff is necessary.
- Yes, it's "within 6 seconds", but the Magicka cost will increase by 35%, not 50% as Bolt Escape.
Annulment will work the same way.
- Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within 6 seconds cost 35% more Magicka.
Optional change
- Conjured Ward and Annulment share the same cooldown. Otherwise, every 3-4 seconds, the Sorcerer will use Conjured Ward > Annulment > Conjured Ward > Annulment > Conjured Ward > Annulment etc without the Magicka increase. So...
- "(...) Casting Conjured Ward or Annulment again within 6 seconds cost 35% more Magicka."
@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear
As Galathor already said, what spammable to take viable use of Blood Magic?
I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.
I almost always have liquid lighting ticking away, pet attacks would be considered a "sorcerer ability," boundless storm/hurricane would count.... there are a lot of opportunities to deal damage with a sorcerer ability if you slot the right skills. Coupled with crit/power surge, there would be some nice healing ticks coming in pretty regularly.