PVE only, PvPers just skip.
Look at the double standards: in this and in other threads you see a stamina player asking for suggestions about how to improve his PvE DPS.
If he had been a magsorc, the replies SHALL be:
- You cannot have cake and eat it
- You have to make sacrifices.
- Put skill points on health dude! And health enchants!
- You either give up on damage, or on survivability (the excuse that brought us the nerfs we get come next update)
Instead, as ALWAYS, and as every single other class and spec in game except magsorc, he gets the proper suggestions:
- Dude your gear is terrible, the BiS is full on DPS, with this and this gear set.
- Dude you must put all your skill points in stamina, so you get top DPS (see "Change attributes to all be in stam" reply, "... and for instance move most of your attribute points to stamina..." reply, "It's typically best to put all attribute points into stamina" reply. "Put all points into stamina" reply. Just go and read yourself).
Basically this game runs a double standard. If it's any other class and spec, "go all out ape-damage" but if it's magsorcs, then we MUST make sacrifices, we MUST put points into health, we MUST give up on this and that.
Why is that?
If magsorcs actually did crazy amounts of damage, or if magsorcs could respec to the best trial tank or best trial healer in 20 seconds, then I could understand the "cannot have it all" schooling.
But magsorcs today do average damage at best, and post patch they'll deal even less. And magsorcs cannot respec to anything else, nobody is going to take a magsorc trial tank or healer.
So, again, why do we have to receive nerf after nerf and give up this and that, while the others enjoy a full life with no compromise and no sacrifices?
How's that fair?
I have never seen anyone tell /any/ PvE dps to do anything other than all-in to DPS, sorcs included (aside from what the DPS needs to sustain their rotation, which for everyone but apparently nightblades requires some additional sustain). There is no guide that recommends otherwise that I'm aware of. Not sure why you're making this a PvE thing when it's mostly a PvP issue - anybody who recommends any sorc DPS to 'invest in some health' or whatever is horrendously foolish.
I totally agree with the gist of the post but why make this out to be a pure pve thing?
I have never seen anyone tell /any/ PvE dps to do anything other than all-in to DPS, sorcs included (aside from what the DPS needs to sustain their rotation, which for everyone but apparently nightblades requires some additional sustain). There is no guide that recommends otherwise that I'm aware of. Not sure why you're making this a PvE thing when it's mostly a PvP issue - anybody who recommends any sorc DPS to 'invest in some health' or whatever is horrendously foolish.
I totally agree with the gist of the post but why make this out to be a pure pve thing?
I think it's obvious: Every time they make a change to fix something with PvP, they wreck it for PvE, and visa versa.
Doctordarkspawn wrote: »
I have never seen anyone tell /any/ PvE dps to do anything other than all-in to DPS, sorcs included (aside from what the DPS needs to sustain their rotation, which for everyone but apparently nightblades requires some additional sustain). There is no guide that recommends otherwise that I'm aware of. Not sure why you're making this a PvE thing when it's mostly a PvP issue - anybody who recommends any sorc DPS to 'invest in some health' or whatever is horrendously foolish.
I totally agree with the gist of the post but why make this out to be a pure pve thing?
I think it's obvious: Every time they make a change to fix something with PvP, they wreck it for PvE, and visa versa.
This is the real problem. It's a PVP problem that they took some PVE justification ("Healers feel useless") to solve with blanket changes. Now they wont admit there's not a problem.
Doctordarkspawn wrote: »
I have never seen anyone tell /any/ PvE dps to do anything other than all-in to DPS, sorcs included (aside from what the DPS needs to sustain their rotation, which for everyone but apparently nightblades requires some additional sustain). There is no guide that recommends otherwise that I'm aware of. Not sure why you're making this a PvE thing when it's mostly a PvP issue - anybody who recommends any sorc DPS to 'invest in some health' or whatever is horrendously foolish.
I totally agree with the gist of the post but why make this out to be a pure pve thing?
I think it's obvious: Every time they make a change to fix something with PvP, they wreck it for PvE, and visa versa.
This is the real problem. It's a PVP problem that they took some PVE justification ("Healers feel useless") to solve with blanket changes. Now they wont admit there's not a problem.
Lol. Some people will twist anything to fit their narrative.
Since when do they need 'pve justification' to apply balance to pvp?
Some people just cannot accept that PVE may need some blancing every now and then.
As it is, this is a pure PVE change which massively screws mag PVP.
PVE only, PvPers just skip.
Look at the double standards: in this and in other threads you see a stamina player asking for suggestions about how to improve his PvE DPS.
If he had been a magsorc, the replies SHALL be:
- You cannot have cake and eat it
- You have to make sacrifices.
- Put skill points on health dude! And health enchants!
- You either give up on damage, or on survivability (the excuse that brought us the nerfs we get come next update)
Instead, as ALWAYS, and as every single other class and spec in game except magsorc, he gets the proper suggestions:
- Dude your gear is terrible, the BiS is full on DPS, with this and this gear set.
- Dude you must put all your skill points in stamina, so you get top DPS (see "Change attributes to all be in stam" reply, "... and for instance move most of your attribute points to stamina..." reply, "It's typically best to put all attribute points into stamina" reply. "Put all points into stamina" reply. Just go and read yourself).
Basically this game runs a double standard. If it's any other class and spec, "go all out ape-damage" but if it's magsorcs, then we MUST make sacrifices, we MUST put points into health, we MUST give up on this and that.
Why is that?
If magsorcs actually did crazy amounts of damage, or if magsorcs could respec to the best trial tank or best trial healer in 20 seconds, then I could understand the "cannot have it all" schooling.
But magsorcs today do average damage at best, and post patch they'll deal even less. And magsorcs cannot respec to anything else, nobody is going to take a magsorc trial tank or healer.
So, again, why do we have to receive nerf after nerf and give up this and that, while the others enjoy a full life with no compromise and no sacrifices?
How's that fair?
Doctordarkspawn wrote: »Doctordarkspawn wrote: »
I have never seen anyone tell /any/ PvE dps to do anything other than all-in to DPS, sorcs included (aside from what the DPS needs to sustain their rotation, which for everyone but apparently nightblades requires some additional sustain). There is no guide that recommends otherwise that I'm aware of. Not sure why you're making this a PvE thing when it's mostly a PvP issue - anybody who recommends any sorc DPS to 'invest in some health' or whatever is horrendously foolish.
I totally agree with the gist of the post but why make this out to be a pure pve thing?
I think it's obvious: Every time they make a change to fix something with PvP, they wreck it for PvE, and visa versa.
This is the real problem. It's a PVP problem that they took some PVE justification ("Healers feel useless") to solve with blanket changes. Now they wont admit there's not a problem.
Lol. Some people will twist anything to fit their narrative.
Since when do they need 'pve justification' to apply balance to pvp?
Some people just cannot accept that PVE may need some blancing every now and then.
As it is, this is a pure PVE change which massively screws mag PVP.
Since ZOS likes blanket fixes.
This is why heavy armor got wrath back in the day. PVP.
This is why Wrath got -removed-, back in the day. PVP.
Sidenote: I'd like bracing back still. still bitter.
PVE needs balancing. As in, the content needs to give, not player defenses. I wish they'd understand that. It's not a purely PVE change, it's a PVP change, plain and simple. Like it, dislike it, deny it and your just delusional. But then again, your the guy who kept going on and on about how shields are no longer stackable despite clear dev comments to the contrary.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »
I have never seen anyone tell /any/ PvE dps to do anything other than all-in to DPS, sorcs included (aside from what the DPS needs to sustain their rotation, which for everyone but apparently nightblades requires some additional sustain). There is no guide that recommends otherwise that I'm aware of. Not sure why you're making this a PvE thing when it's mostly a PvP issue - anybody who recommends any sorc DPS to 'invest in some health' or whatever is horrendously foolish.
I totally agree with the gist of the post but why make this out to be a pure pve thing?
I think it's obvious: Every time they make a change to fix something with PvP, they wreck it for PvE, and visa versa.
This is the real problem. It's a PVP problem that they took some PVE justification ("Healers feel useless") to solve with blanket changes. Now they wont admit there's not a problem.
Lol. Some people will twist anything to fit their narrative.
Since when do they need 'pve justification' to apply balance to pvp?
Some people just cannot accept that PVE may need some blancing every now and then.
As it is, this is a pure PVE change which massively screws mag PVP.
Since ZOS likes blanket fixes.
This is why heavy armor got wrath back in the day. PVP.
This is why Wrath got -removed-, back in the day. PVP.
Sidenote: I'd like bracing back still. still bitter.
PVE needs balancing. As in, the content needs to give, not player defenses. I wish they'd understand that. It's not a purely PVE change, it's a PVP change, plain and simple. Like it, dislike it, deny it and your just delusional. But then again, your the guy who kept going on and on about how shields are no longer stackable despite clear dev comments to the contrary.
Yeah, well, that was only an hour or so after those 'clear Dev comments' appeared many pages into a long thread which I'd given up reading due to the same old arguments being repeated.
You can't blame anyone for getting that wrong given how it was communicated.
Yet they have clearly and repeatedly said that the reason for the change was to make healers more necessary in PVE group content.
They've done it in such a way that it impacts the PvP shield size much less than PVE.
I suspect that the 40% figure is calculated for PVE so that with resist counting, and builds with a bit more health, it ends up with the big hits taking down your shield and a chunk of health so the healer has something to heal.
I suspect the crit damage was the afterthought to offset the resists so they wouldn't be too strong in PVP (but imho it's too much of an offset making quite a big nerf for light armour in PvP)
All of it, originating from PVE reasons.
I don't dispute that there are changes made for PvP which impact PVE. But this isn't one of them.
And fwiw, I do agree that they should balance the content around the players. Get PVP balance right then adjust the PVE mobs to balance for those already-balanced classes. Just a Shame the constant power-creep keeps messing with that.
I have never seen anyone tell /any/ PvE dps to do anything other than all-in to DPS, sorcs included (aside from what the DPS needs to sustain their rotation, which for everyone but apparently nightblades requires some additional sustain). There is no guide that recommends otherwise that I'm aware of. Not sure why you're making this a PvE thing when it's mostly a PvP issue - anybody who recommends any sorc DPS to 'invest in some health' or whatever is horrendously foolish.
I totally agree with the gist of the post but why make this out to be a pure pve thing?
I think it's obvious: Every time they make a change to fix something with PvP, they wreck it for PvE, and visa versa.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »
I have never seen anyone tell /any/ PvE dps to do anything other than all-in to DPS, sorcs included (aside from what the DPS needs to sustain their rotation, which for everyone but apparently nightblades requires some additional sustain). There is no guide that recommends otherwise that I'm aware of. Not sure why you're making this a PvE thing when it's mostly a PvP issue - anybody who recommends any sorc DPS to 'invest in some health' or whatever is horrendously foolish.
I totally agree with the gist of the post but why make this out to be a pure pve thing?
I think it's obvious: Every time they make a change to fix something with PvP, they wreck it for PvE, and visa versa.
This is the real problem. It's a PVP problem that they took some PVE justification ("Healers feel useless") to solve with blanket changes. Now they wont admit there's not a problem.
Lol. Some people will twist anything to fit their narrative.
Since when do they need 'pve justification' to apply balance to pvp?
Some people just cannot accept that PVE may need some blancing every now and then.
As it is, this is a pure PVE change which massively screws mag PVP.
Since ZOS likes blanket fixes.
This is why heavy armor got wrath back in the day. PVP.
This is why Wrath got -removed-, back in the day. PVP.
Sidenote: I'd like bracing back still. still bitter.
PVE needs balancing. As in, the content needs to give, not player defenses. I wish they'd understand that. It's not a purely PVE change, it's a PVP change, plain and simple. Like it, dislike it, deny it and your just delusional. But then again, your the guy who kept going on and on about how shields are no longer stackable despite clear dev comments to the contrary.
Yeah, well, that was only an hour or so after those 'clear Dev comments' appeared many pages into a long thread which I'd given up reading due to the same old arguments being repeated.
You can't blame anyone for getting that wrong given how it was communicated.
Yet they have clearly and repeatedly said that the reason for the change was to make healers more necessary in PVE group content.
They've done it in such a way that it impacts the PvP shield size much less than PVE.
I suspect that the 40% figure is calculated for PVE so that with resist counting, and builds with a bit more health, it ends up with the big hits taking down your shield and a chunk of health so the healer has something to heal.
I suspect the crit damage was the afterthought to offset the resists so they wouldn't be too strong in PVP (but imho it's too much of an offset making quite a big nerf for light armour in PvP)
All of it, originating from PVE reasons.
I don't dispute that there are changes made for PvP which impact PVE. But this isn't one of them.
And fwiw, I do agree that they should balance the content around the players. Get PVP balance right then adjust the PVE mobs to balance for those already-balanced classes. Just a Shame the constant power-creep keeps messing with that.
I will concede the power creep. Why they dont just get rid of the CP system and replace it with a standard tallent tree based around class and roll you want to spec into is beyond me. It would be easier to balance around and easier to code, surely. Could even use it to morph morphs like the community has wanted for a while now.
But they wont. Very rarely will ZOS ever let go of the death grip it has on solutions it proposes, wrath being a exception to this rule. ZOS will go to great and petty lengths to make sure the solution is never player made entirely.
Still. If it was a PVE solution it's not fit for purpose. People are allready reporting deaths to trial burst they just cant mitigate, most notibly black rose prison. Center cant hold. Buff the shield a little bit or nerf the content.
I don't think its fit for PvP either.. just pushes everyone into the same old heavy armour/crit-resist builds... even though they're trying to make light and med more attractive.
Is oblivion/unavoidable damage getting removed with this as well?
I'm just trying to wrap my head around a 40% health cap, shattering blows, sloads, shieldbreaker, oblivion glyphs and crit damage.
So with 23k health does it mean our total shield strength is 9.2k or is it additive with shield stacking? Is that before or after cyrodiil shield subtraction? Will my 9.2k shield still be critted and hit with oblivion damage from anti-shield sets?
There are so many questions.
PVE only, PvPers just skip.
Look at the double standards: in this and in other threads you see a stamina player asking for suggestions about how to improve his PvE DPS.
If he had been a magsorc, the replies SHALL be:
- You cannot have cake and eat it
- You have to make sacrifices.
- Put skill points on health dude! And health enchants!
- You either give up on damage, or on survivability (the excuse that brought us the nerfs we get come next update)
Instead, as ALWAYS, and as every single other class and spec in game except magsorc, he gets the proper suggestions:
- Dude your gear is terrible, the BiS is full on DPS, with this and this gear set.
- Dude you must put all your skill points in stamina, so you get top DPS (see "Change attributes to all be in stam" reply, "... and for instance move most of your attribute points to stamina..." reply, "It's typically best to put all attribute points into stamina" reply. "Put all points into stamina" reply. Just go and read yourself).
Basically this game runs a double standard. If it's any other class and spec, "go all out ape-damage" but if it's magsorcs, then we MUST make sacrifices, we MUST put points into health, we MUST give up on this and that.
Why is that?
If magsorcs actually did crazy amounts of damage, or if magsorcs could respec to the best trial tank or best trial healer in 20 seconds, then I could understand the "cannot have it all" schooling.
But magsorcs today do average damage at best, and post patch they'll deal even less. And magsorcs cannot respec to anything else, nobody is going to take a magsorc trial tank or healer.
So, again, why do we have to receive nerf after nerf and give up this and that, while the others enjoy a full life with no compromise and no sacrifices?
How's that fair?
I have never seen anyone tell /any/ PvE dps to do anything other than all-in to DPS, sorcs included (aside from what the DPS needs to sustain their rotation, which for everyone but apparently nightblades requires some additional sustain). There is no guide that recommends otherwise that I'm aware of. Not sure why you're making this a PvE thing when it's mostly a PvP issue - anybody who recommends any sorc DPS to 'invest in some health' or whatever is horrendously foolish.
I totally agree with the gist of the post but why make this out to be a pure pve thing?
The shield change was 100% PvE related, saying otherwise is just wishful thinking or creation of legends ignoring teh facts (i.e. reason given by ZOS).I don't think its fit for PvP either.. just pushes everyone into the same old heavy armour/crit-resist builds... even though they're trying to make light and med more attractive.
At this point I think it's just empty promises. With each update heavy armor builds become more attractive compared to light and medium armor. It's not even moving in the right direction - i.e. reducing the gap between heavy and the other 2 - but in the complete opposite. We have had a heavy armor meta for years now. If they really wanted to address that they would have. But the fact of the matter is, most updates don't even include changes to the armor passives.
At this point, ZOS saying they want to make light and medium armor more attractive / competetive is like a 200kg obese guy saying that this year he finally wants to lose weight and go to the gym - for the 20th year in a row. He might have the intent, but we all know it won't be happening this year either and probably never will.
cpuScientist wrote: »I know we are all mad about shields. Buy right now the way rune cage has been changed. It's lost any use at all. Took away our frag stun our streak going through block. To give us this
Streak did stun through block
On live I used to do it
Somewhere along the way ZOS lost their sense of direction. Heavy armor has turned into a jack-of-all-trades and master of all in PvP. Tanks wear it, healers wear it, damage dealers wear it and they can with very little downsides (especially stamina DPS / tanks). We have had a heavy armor meta for what? 2 years now? Every update ZOS promises us to tackle the problem but never really do. Seems like they think it's too complicated, when it fact it is rather easy.
Add the following passives to the Armor Skill lines.
Light Armor:
1) Increase shield size by x% per piece of light armor
2) Increase healing done by x% per piece of light armor
3) Increase magicka based damage done by x% per piece of light armor (mandatory!)
Medium Armor:
Change the percentage of damage mitigated by dodge rolling to less than 100%, not the dodge of CC though!
1) Increase damage mitigated by dodge roll by x% per piece of medium armor
2) Increase the healing received / done by healing over time effects by x% per piece of medium armor
3) Increase stamina based damage done by x% per piece of medium armor (mandatory!)
Heavy Armor:
1) Reduce all damage done by x% per piece of heavy armor (mandatory!)
Cost Reductions are not included here since they already exist in the respective armor skill lines and would just require some tweaking depending on the actual x values chosen!
That way we can reduce the damage of heavy armor sets sufficiently so that heavy armor becomes primarily a survivability armor type - just the way it was intended. At the same time we can prevent them from effectively and efficiently using defensive tools that are not meant for heavy armor builds, but rather as compensation for the lack of resistences (and block) of medium armor and light armor compared to heavy armor.
when I played PvP in ESO I immediately understood it'd never work
cpuScientist wrote: »I know we are all mad about shields. Buy right now the way rune cage has been changed. It's lost any use at all. Took away our frag stun our streak going through block. To give us this
I've played PvP in online games since 2005 (PvE since 1994).
I've seen it all, from hard core, lootable corpse, permanent death survival games to meaningless PvP where you just press a button and are as good as new. From Darkfall Online to TOA. From DAoC to EvE Online to SWTOR / GW2 / WoW / Warhammer you name it, I've PvPed it ALL (not talking about how much I've played PvP StarCraft and other awesome non MMO PvP games).
But when I played PvP in ESO I immediately understood it'd never work, it'd never have twitch-grade performance, it'd never be more than a nicely flavoured grind. So, I let the ESO PvP corpse rot in peace and only dedicated myself to PvE. Therefore I only talk about ESO PvE (very badly implemented too), because I don't feel confident - nor interested - into talking about ESO PvP.
cpuScientist wrote: »I know we are all mad about shields. Buy right now the way rune cage has been changed. It's lost any use at all. Took away our frag stun our streak going through block. To give us this
I've played PvP in online games since 2005 (PvE since 1994).
I've seen it all, from hard core, lootable corpse, permanent death survival games to meaningless PvP where you just press a button and are as good as new. From Darkfall Online to TOA. From DAoC to EvE Online to SWTOR / GW2 / WoW / Warhammer you name it, I've PvPed it ALL (not talking about how much I've played PvP StarCraft and other awesome non MMO PvP games).
But when I played PvP in ESO I immediately understood it'd never work, it'd never have twitch-grade performance, it'd never be more than a nicely flavoured grind. So, I let the ESO PvP corpse rot in peace and only dedicated myself to PvE. Therefore I only talk about ESO PvE (very badly implemented too), because I don't feel confident - nor interested - into talking about ESO PvP.
It works for MANY people. And I find that your comments don't stand up to scrutiny.
For example, you say you, "immediately knew it would never work" and, "let the ESO PvP corpse rot in peace and only dedicated myself to PvE".
How can you know something "can't work" if you immediately leave it to play a completely different part of the game (PvE)?
What was it that solidified that point of view to such a degree that you saw absolutely no hope for it? Was it really your encyclopaedic-wealth of PvP expertise?
Or did you get your backside handed to you, maybe? There's no shame in the latter (happens to me daily whenever I enter Cyrodiil. lol).
Unless you have spent a lot of time PvPing in Cyrodiil, you really aren't in a position to say it doesn't work. It's like me starting a veteran dungeon for the first time and saying it can't work because I've played other games that I think have better dungeons.
Not that it matters in the slightest, but I've played PvP ever since we set up Doom on a LAN in the works office, way back in 1994. I helped a mate set up a server for Neverwinter Nights in 2002 before joining a different NWN server and PvPing there for 10 years.
@Derra I agree, that's why I proposed the following changes in another thread:Somewhere along the way ZOS lost their sense of direction. Heavy armor has turned into a jack-of-all-trades and master of all in PvP. Tanks wear it, healers wear it, damage dealers wear it and they can with very little downsides (especially stamina DPS / tanks). We have had a heavy armor meta for what? 2 years now? Every update ZOS promises us to tackle the problem but never really do. Seems like they think it's too complicated, when it fact it is rather easy.
Add the following passives to the Armor Skill lines.
Light Armor:
1) Increase shield size by x% per piece of light armor
2) Increase healing done by x% per piece of light armor
3) Increase magicka based damage done by x% per piece of light armor (mandatory!)
Medium Armor:
Change the percentage of damage mitigated by dodge rolling to less than 100%, not the dodge of CC though!
1) Increase damage mitigated by dodge roll by x% per piece of medium armor
2) Increase the healing received / done by healing over time effects by x% per piece of medium armor
3) Increase stamina based damage done by x% per piece of medium armor (mandatory!)
Heavy Armor:
1) Reduce all damage done by x% per piece of heavy armor (mandatory!)
Cost Reductions are not included here since they already exist in the respective armor skill lines and would just require some tweaking depending on the actual x values chosen!
That way we can reduce the damage of heavy armor sets sufficiently so that heavy armor becomes primarily a survivability armor type - just the way it was intended. At the same time we can prevent them from effectively and efficiently using defensive tools that are not meant for heavy armor builds, but rather as compensation for the lack of resistences (and block) of medium armor and light armor compared to heavy armor.
@Derra I agree, that's why I proposed the following changes in another thread:Somewhere along the way ZOS lost their sense of direction. Heavy armor has turned into a jack-of-all-trades and master of all in PvP. Tanks wear it, healers wear it, damage dealers wear it and they can with very little downsides (especially stamina DPS / tanks). We have had a heavy armor meta for what? 2 years now? Every update ZOS promises us to tackle the problem but never really do. Seems like they think it's too complicated, when it fact it is rather easy.
Add the following passives to the Armor Skill lines.
Light Armor:
1) Increase shield size by x% per piece of light armor
2) Increase healing done by x% per piece of light armor
3) Increase magicka based damage done by x% per piece of light armor (mandatory!)
Medium Armor:
Change the percentage of damage mitigated by dodge rolling to less than 100%, not the dodge of CC though!
1) Increase damage mitigated by dodge roll by x% per piece of medium armor
2) Increase the healing received / done by healing over time effects by x% per piece of medium armor
3) Increase stamina based damage done by x% per piece of medium armor (mandatory!)
Heavy Armor:
1) Reduce all damage done by x% per piece of heavy armor (mandatory!)
Cost Reductions are not included here since they already exist in the respective armor skill lines and would just require some tweaking depending on the actual x values chosen!
That way we can reduce the damage of heavy armor sets sufficiently so that heavy armor becomes primarily a survivability armor type - just the way it was intended. At the same time we can prevent them from effectively and efficiently using defensive tools that are not meant for heavy armor builds, but rather as compensation for the lack of resistences (and block) of medium armor and light armor compared to heavy armor.
I think it´s very problematic to reduce dmg done by heavyarmor.
The heavy melee brawler archetype is a staple favorite of people through various rpgs and mmorpgs - atleast from my perception.
Personally i´d adress heavy over mobility not over dmg done as reducing dmg done would mean eliminating a certain playstyle (and i think we all agreed that was NOT desireable when it happened to shields).