@ZOS_Wrobel @ZOS_RobGarrett
Different topic:
Now that runecage is telegraphed and dodgeable - wouldn´t it be reasonable to associate the dmg part of the ability to the stun hitting the target (remember thats dodgeable and telegraphed) instead of having it tied to the ability run it´s full duration which basically never happens in pvp anyway?
Not the stun breaking but the stun hitting the target (so we don´t get the delayed dmg problem again).
I think that would go a long way in making the ability an actual competetior to just slotting destructive touch.
A 40% HP shield size cap is a pretty substantial nerf on top of being able to take crits though. It’s less pronounced in noCP, but I’d call it a nerf there too. At least the cast time seems to have been abandoned as an idea.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
@Derra
I don't dislike the idea in general. It actually sounds interesting, hower, I think there are several issues that have to be address first in order to implement such a shield change.
1) 10000 PvE turns in 5000 PvP which is pretty much nothing.
2) 3000 each second in PvE turn into 1500 each second in PvP, which is not even worth mentioning.
3) There is no space on sorc bars for HoTs to actually suppelement the "Shield HoT".
4) 1vX / outnumbered survivability is already very bad on live and will be exorbitantly worse due to the lower inital shield.
5) Shields on live are already pretty weak where you have to recast them every 1 or 2 sec even in many 1v1 situations. Cutting shield strength in half will make the problem only worse, increasing the need to shield stack - something we want to get rid off.
6) Lack of bar space to compensate for lower shields.
A solution could be something very similar to the Warden Shields, just not only for ranged attacks - i.e. have shields have a large size, but only absorb 3 to 5 attacks. At the same time get rid off stacking Ward + Annulment.
Though I still believe, there isn't really an issue with shields other than the psychological issue of not seeing HP drop when you hit the target thus depriving the opponent of a sense of accomplishment. Sorcs stacking Ward + Annulment can be annoying, but so can be templars combinging block + BoL, DK combining block + heal, NBs combining dodge + cloak, ....
The principle is the same, these combos are even often times far stronger than stacking 2 shields, but they don't deprive the opponent of a sense of accomplishment and are thus not perceived as strong as / stronger than shields.
1)You´re forgetting about hardened additional 23% - same goes for dampen.
2)You´d be getting about 6200 shield as spammable + 1850/s (if you ever played with an infused shield glyph you know this is substential dmg mitigation). This is also on a build with low bastion and only 43k magica so on the low to mediocre shieldstrengh end of the spectrum.
3)There is space if you´re no longer forced to slot harness over any alternative (the change would imo achieve this).
4 + 5 +6) have nothing to do with changes to shields and are general class problems and i don´t think you can make an actual argument around 1vX.
I personally think it would improve sorc playing experience if you´re smart instead of shieldbuttonmashing.
You´re also focusing way too much on the numbers - original posts says it´s an example and that would be very easy to adress if it proves to be too potent or too weak.
I do think there are problems with shields - albeit they´re exaggerated a lot on the forums and i do think changing them will improve gameplay experience for sorcs and when fighting them.
Personally i think a shield absorbing x attacks with no dmg would be downright horrible - have you ever thought about how many attacks a dot build dk or templar gets on you per second?
Embers, volatile (x2 if you attack him), breath, inferno, skoria whip aaand you´re already dead :P
@ZOS_Wrobel @ZOS_RobGarrett
Different topic:
Now that runecage is telegraphed and dodgeable - wouldn´t it be reasonable to associate the dmg part of the ability to the stun hitting the target (remember thats dodgeable and telegraphed) instead of having it tied to the ability run it´s full duration which basically never happens in pvp anyway?
Not the stun breaking but the stun hitting the target (so we don´t get the delayed dmg problem again).
I think that would go a long way in making the ability an actual competetior to just slotting destructive touch.
RaddlemanNumber7 wrote: »Can we get a new Sorcerer feed back thread please. Now that the shield changes in 4.2.0 are being reverted most of the stuff in this 39 page thread is irrelevant.
ZOS_GinaBruno wrote:Sorcerer Shields:
We spent at least 30 minutes discussing shields. The gist of ZOS’s explanation to us what that they wanted to even the survivability between Stamina and Magicka (the specific example that a Magicka build could spam shields without paying attention to a Boss was used), ZOS wanted sorcerers to make more difficult decision regarding their class defense rather than just stack Magicka and have large shields, and ZOS feels that shields are quite a potent defense mechanic in that they are both excellent reactive and can be used proactively (something Breath of Life cannot do).
Every rep that spoke remarked that sorcerers already have to make difficult decisions with builds because sustain is an issue and lack of bar space, which means they already have trouble securing legit kills in PvP (i.e. not kill stealing by spamming mage’s wrath). We also noted that making shields so they can be critically hit was already a significant nerf that deserved testing on its own, and that the one-second cast-time will get sorcerers killed in a competitive PvP environment. We also said that ZOS has hit sorcerer offensive capability pretty hard the past year, which makes the sort of build diversity they want harder. They acknowledged this and did more than insinuate that sorcerer offense is going to be reformed in the future (at one point, a dev asked out loud if they could be specific. They could not). We told them without these offensive changes it was asking too much to hit the sorcerers with a nerf to their defense first and make them wait for this vague promise in the future. We also mentioned, numerous times, that the mechanic of cast-times is something that is disliked by many people because it breaks the flow of the fluid and ast paced combat that defines ESO. We also went through a bunch of other various reasons that folks on the forums and discords brought up. In short, we pressed and that’s why it lasted over 30 minutes.
With the changes to resistances, having instant cast damage shields is even going to make them even stronger in PvE. We acknowledged this as a potential issue and agreed some adjustment was going to be needed. ZOS seems to be open to refinements and reforms that match their desired goals. The Devs have indicated they are well aware of the feedback, they saw the memes, they know this is a huge change. Some ideas were bounced around. Someone (I forget who) brought up the possibility of lowering the shields to a desired size for PVE and adjusting Battlespirit so they aren’t useless in PvP. My impression is that ZOS is agreeable to making a different sort of adjustment, but they still want to keep their goals of Stamina Vs. Magicka survivability, want some sort of diversity into how sorcerers defend themselves, they don’t want a Magicka build spamming shields while ignoring PvE mechanics. The Devs ended our conversation with the thought whether or not a morph choice would be well received, that is if one morph had a one-second cast time and you got a large shield and another morph which removed the cast-time, but you’d get a smaller shield (the strengths were not mentioned specifically).
There’s only so much I can type and not every detail from our conversation is printed above. I came way from this conversation with the impression that the Devs are open. They know it’s a big change, they know there are potentially better ways to achieve their goals.
---
Sorcerers:
Much of their feedback was included in the discussion with shields. Sustain isn’t good, mobility took a hit, offense was nerfed, etc.
The week 2 changes to Dark Deal were needed and the skill is something that sorcerers can work with now.
We talked about sorcerer ultimates. The loss of a third bar from Overload has crowded sorcerers’ bars and ZOS is asking players to completely change how the class is played. ZOS indicated that they were thinking of changing one of the Ultimates into a Stamina morph since they were the only class that didn’t have one and the reps simultaneously said “Air Atronach”.
Overall we felt that from a Stamina sorcerer perspective, update 20 was more about what was being taken away, rather than was being added to make the class more interesting to play. The same, of course, is true from a Magicka perspective.
It seems to me that a reversal in the order of application might be in order. Provide the buffs to the class first, then dial back the areas that need it. Even if this creates a period where something might feel a bit OP for awhile, it's better than the opposite where players feel helpless. People rarely quit or unsub because their class is too strong!
ArvenAldmeri wrote: »So they revert really bad change to another really bad change that makes shield utterly useless in pve because it gets one shot. And because sorc don't have any reliable heal over time its really rip for sorc. Why they always have to do drastic changes instead of more smaller ones? My shield is about 20-24k in pve. Thats about 8k with this nerf. Want to nerf it this much? Give us something else as a valid replacement to stay alive. Or dont nerf it as much. Is this because of pvp? Make sheild capped based on health only in pvp. Too strong in your opinion in pve? Make it at least worth slotting because I am not slotting something that gets one shot instantly (yes, pve mobs one shot 8k shield), if you want to nerf it cap it at 15k sheild size, its still gonna be a really huge nerf for ppl used to 30k shield and big nerf to ppl with 20k shields. But like this its really useless even slotting. I dont know if I wanna ever come back to this game if all that happens is my main char getting nerfed to being more useless.
ruikkarikun wrote: »Again, in my opinion there is another way to implement developers changes without cast time. That's it, I don't know how about all others, but I'm not asking them to leave all as on live server. I just want them to make their changes in other way, without cast time.
Why? I think cast time is wrong because let's face it - this game based on instant abilities, so that's why many of us enjoy it instead of other games.
What I would like to see from the developers is where are they going with the magicka version of the class. How do they see it fitting into end game play. If they are taking away my play style of being a mobile damage dealer, what is their vision for the class or is it just a mindless nerf?
@ZOS_GinaBruno, @ZOS_JessicaFolsom, @ZOS_Wrobel.
A part from the Shield discussion and the loss of the 3rd bar, can some of the players with access to PTS give us some feedbacks on how overload performs ?
The toogle to activate overload is instant or still clunky like it is live? How about light attacks ? Are they as responsive as normal light attack with possibility of animation cancelling or no? Tooltip after 60% nerf in comparison to Force Pulse?
Sorry for not checking myself but cannot download the PTS. Thanks in advance!
BaylorCorvette wrote: »What would be nice for StamSorc is to move Dark Deal to Daedric Summoning and Bound Armaments to Dark Magic. That way a lot of us StamSorc can actually make use of the Daedric Protection passive. Then, make Blood Magic passive proc when you use bound armaments, would synergize with the "tank" aspect that ZoS is trying to push with Bound Armaments.
Macro instant cast sorc shieldstackers must stop and this is result.
A part from the Shield discussion and the loss of the 3rd bar, can some of the players with access to PTS give us some feedbacks on how overload performs ?
The toogle to activate overload is instant or still clunky like it is live? How about light attacks ? Are they as responsive as normal light attack with possibility of animation cancelling or no? Tooltip after 60% nerf in comparison to Force Pulse?
Sorry for not checking myself but cannot download the PTS. Thanks in advance!
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
It seems to me that a reversal in the order of application might be in order. Provide the buffs to the class first, then dial back the areas that need it. Even if this creates a period where something might feel a bit OP for awhile, it's better than the opposite where players feel helpless. People rarely quit or unsub because their class is too strong!
You fail to see the whole picture. Your class being OP means some other class is too weak causing those players to leave. And with your class being OP it is dominating all others, which means a lot of players playing a class that is too weak and therefore (potentially) leaving. While when all classes are balanced except for one which is too weak the number of potential leavers is limited to 1 class and thus far lower.
A part from the Shield discussion and the loss of the 3rd bar, can some of the players with access to PTS give us some feedbacks on how overload performs ?
The toogle to activate overload is instant or still clunky like it is live? How about light attacks ? Are they as responsive as normal light attack with possibility of animation cancelling or no? Tooltip after 60% nerf in comparison to Force Pulse?
Sorry for not checking myself but cannot download the PTS. Thanks in advance!
Macro instant cast sorc shieldstackers must stop and this is result.
So .... rather than address "cheating" itself your solution is to break the class and punish the 99.99% of innocent magicka players while it might not even affect the 0.01% cheaters? Great idea. I hope they never let you anywhere near a position of power.