visionality wrote: »Wrong thinking, @Universe. ZOS is not trying to prevent shield stacking in PVP, they try to get rid of magsorcs in PVP (and possibly in the whole game, considering the dps-gap to magblades in PVE).
Instant shield stacking is still available for DKs and templars, their class shields have no casttime. Magblades are a bit worse off, but they can cloak in tight situations and cast a light armor shield uninterrupted while being invisible (casting a light armor shield does not break stealth, only casting a sorcerer ward does). Add a resto staff and insta-cast healing ward, and you have two shields stacked.
VaranisArano wrote: »Keep in mind that ZOS also wants to nerf damage shields in PVE. The shield crits and penetration changes probably would have been sufficient for PVP. The cast,time changes are a PVE nerf because ZOS says damage shields make healers useless.
VaranisArano wrote: »Keep in mind that ZOS also wants to nerf damage shields in PVE. The shield crits and penetration changes probably would have been sufficient for PVP. The cast,time changes are a PVE nerf because ZOS says damage shields make healers useless.
Yes I'm aware.
Though I disagree.
Healers are not useless in PVE due to damage shields.
It is due to the fact that many dungeon/trial mechanics are one shot/extremely high damage at once and not damage over time.
The healers can do very little or nothing at all many times.
Shields Fatigue - While in PVP area you may receive the following:
"Shields fatigue": While shield stacking is applied, there is 10% chance to receive shields fatigue for 4 seconds.
While this debuff is active a player can bash the player who have this debuff and stun him for 3 seconds.
This also applies minor defile to the stunned player for 6 seconds, reducing his healing taken by 15%.
BigBadVolk wrote: »They made this change because shields are the best counter to Soldier of Anguish set
But tbh the easiest change would have been what they did with olorime and spc: a minor major system for Shields too, would prolly prevent three shields at the same time or four if you in a group with barrier and five if you have psijic skilline
DeadlyRecluse wrote: »Shields Fatigue - While in PVP area you may receive the following:
"Shields fatigue": While shield stacking is applied, there is 10% chance to receive shields fatigue for 4 seconds.
While this debuff is active a player can bash the player who have this debuff and stun him for 3 seconds.
This also applies minor defile to the stunned player for 6 seconds, reducing his healing taken by 15%.
An RNG based possible penalty that just gives a free CC (when any decent player is already CCing their opponent) and debuffs the shield stacker with a debuff that doesn't impact shields?
Don't get me wrong, the cast time on shields is hilariously bad and needs to be reverted, but this is a clunky non-nerf alternative, at best.
DeadlyRecluse wrote: »Shields Fatigue - While in PVP area you may receive the following:
"Shields fatigue": While shield stacking is applied, there is 10% chance to receive shields fatigue for 4 seconds.
While this debuff is active a player can bash the player who have this debuff and stun him for 3 seconds.
This also applies minor defile to the stunned player for 6 seconds, reducing his healing taken by 15%.
An RNG based possible penalty that just gives a free CC (when any decent player is already CCing their opponent) and debuffs the shield stacker with a debuff that doesn't impact shields?
Don't get me wrong, the cast time on shields is hilariously bad and needs to be reverted, but this is a clunky non-nerf alternative, at best.
RNG based penalty can stop the shield stacking from being too frequent.
The debuff will apply to healing taken and will go through the shields.
The chance to be stunned can be increased to make it more consistent, the 10% chance is merely the first value I suggest(can be adjusted later if it is not good enough).
DeadlyRecluse wrote: »DeadlyRecluse wrote: »Shields Fatigue - While in PVP area you may receive the following:
"Shields fatigue": While shield stacking is applied, there is 10% chance to receive shields fatigue for 4 seconds.
While this debuff is active a player can bash the player who have this debuff and stun him for 3 seconds.
This also applies minor defile to the stunned player for 6 seconds, reducing his healing taken by 15%.
An RNG based possible penalty that just gives a free CC (when any decent player is already CCing their opponent) and debuffs the shield stacker with a debuff that doesn't impact shields?
Don't get me wrong, the cast time on shields is hilariously bad and needs to be reverted, but this is a clunky non-nerf alternative, at best.
RNG based penalty can stop the shield stacking from being too frequent.
The debuff will apply to healing taken and will go through the shields.
The chance to be stunned can be increased to make it more consistent, the 10% chance is merely the first value I suggest(can be adjusted later if it is not good enough).
I don't like RNG being part of any fatigue mechanic. It's lazy, inconsistent by design, and frustrating.
But my bigger issue is that you are suggesting two real components to the resulting debuff:
1. A CC window. This is trivial. If you aren't getting CCed on cooldown (or timed up with burst windows) anyway, you are fighting a potato. Giving a free CC window just isn't valuable, UNLESS it overrides CC immunity, and that would be insane and not in keeping with the core CC mechanic of the game.
2. Minor defile....in a scenario where the player getting defiled is depending on shields, not healing. You see why I don't buy this as a penalty here? It would have some impact, but it doesn't actually change the performance of the (supposedly) unwanted behavior--shield stacking.
DeadlyRecluse wrote: »DeadlyRecluse wrote: »Shields Fatigue - While in PVP area you may receive the following:
"Shields fatigue": While shield stacking is applied, there is 10% chance to receive shields fatigue for 4 seconds.
While this debuff is active a player can bash the player who have this debuff and stun him for 3 seconds.
This also applies minor defile to the stunned player for 6 seconds, reducing his healing taken by 15%.
An RNG based possible penalty that just gives a free CC (when any decent player is already CCing their opponent) and debuffs the shield stacker with a debuff that doesn't impact shields?
Don't get me wrong, the cast time on shields is hilariously bad and needs to be reverted, but this is a clunky non-nerf alternative, at best.
RNG based penalty can stop the shield stacking from being too frequent.
The debuff will apply to healing taken and will go through the shields.
The chance to be stunned can be increased to make it more consistent, the 10% chance is merely the first value I suggest(can be adjusted later if it is not good enough).
I don't like RNG being part of any fatigue mechanic. It's lazy, inconsistent by design, and frustrating.
But my bigger issue is that you are suggesting two real components to the resulting debuff:
1. A CC window. This is trivial. If you aren't getting CCed on cooldown (or timed up with burst windows) anyway, you are fighting a potato. Giving a free CC window just isn't valuable, UNLESS it overrides CC immunity, and that would be insane and not in keeping with the core CC mechanic of the game.
2. Minor defile....in a scenario where the player getting defiled is depending on shields, not healing. You see why I don't buy this as a penalty here? It would have some impact, but it doesn't actually change the performance of the (supposedly) unwanted behavior--shield stacking.
It's not a huge nerf.
It is merely a counter play which will result in less time shield stacking or having control over the character.
The chance to be stunned and receive minor defile at any given time due to shield stacking can reduce the effectiveness of shield stacking.
DeadlyRecluse wrote: »DeadlyRecluse wrote: »DeadlyRecluse wrote: »Shields Fatigue - While in PVP area you may receive the following:
"Shields fatigue": While shield stacking is applied, there is 10% chance to receive shields fatigue for 4 seconds.
While this debuff is active a player can bash the player who have this debuff and stun him for 3 seconds.
This also applies minor defile to the stunned player for 6 seconds, reducing his healing taken by 15%.
An RNG based possible penalty that just gives a free CC (when any decent player is already CCing their opponent) and debuffs the shield stacker with a debuff that doesn't impact shields?
Don't get me wrong, the cast time on shields is hilariously bad and needs to be reverted, but this is a clunky non-nerf alternative, at best.
RNG based penalty can stop the shield stacking from being too frequent.
The debuff will apply to healing taken and will go through the shields.
The chance to be stunned can be increased to make it more consistent, the 10% chance is merely the first value I suggest(can be adjusted later if it is not good enough).
I don't like RNG being part of any fatigue mechanic. It's lazy, inconsistent by design, and frustrating.
But my bigger issue is that you are suggesting two real components to the resulting debuff:
1. A CC window. This is trivial. If you aren't getting CCed on cooldown (or timed up with burst windows) anyway, you are fighting a potato. Giving a free CC window just isn't valuable, UNLESS it overrides CC immunity, and that would be insane and not in keeping with the core CC mechanic of the game.
2. Minor defile....in a scenario where the player getting defiled is depending on shields, not healing. You see why I don't buy this as a penalty here? It would have some impact, but it doesn't actually change the performance of the (supposedly) unwanted behavior--shield stacking.
It's not a huge nerf.
It is merely a counter play which will result in less time shield stacking or having control over the character.
The chance to be stunned and receive minor defile at any given time due to shield stacking can reduce the effectiveness of shield stacking.
A chance to be stunned doesn't reduce the effectiveness of shield stacking. You already have the chance to be stunned. Period.
A chance to receive minor defile doesn't reduce the effectiveness of shield stacking. Defile literally doesn't effect shield stacking.
Don't get me wrong, I like the root of your idea, pushing an alternative to the terribad cast-time. But if you think they are going to back off of cast time/channels and switch instead to a balance change that literally doesn't impact shield stacking, I don't buy it.
Something like the same idea, but you get a debuff that reduces the strengths of shields if you cast more than one on top of another instead of defile would make more sense. (and would actually "]reduce the effectiveness of shield stacking.")
The cast time of shields and critical damage to shields needs to be reverted before Update 20 Murkmire goes live.
This is far over complex. The only people that wold know how to take advantage of it are skilled pvpers. They don’t struggle with sorcs anyway.
Sorcs would still stomp noobs. I’m guessing that is what you want.
Anything needs to be as simple as possible. So people understand it and so it doesn’t overly tax the system.
Can crit them, simple
They use your mitigation, simple.
Making them a buff so you can’t stack or just making them non stacking, simple.
Your solution, over complex. Doesn’t even sort the main issues.
Remember they do want to impact pve as well. Them mobs are not going to exploit your vulnerability.
fatmanatcomp wrote: »More cc is just what we need in the world of broken cc
I appreciate you being innovative trying to find a solution to make the modern changes a little better to what isn't even a problem, but if any of these nerfs make it live from pts im just going to walk from this game,
I've had enough. The developers are too biased for my taste and absolutely have no regard for what was a skilled combat system in the origins of this game. @Universe
ZOS_GinaBruno wrote: »Templar
- Restoring Light
- Rune Focus: Increased the duration of this ability and its morphs to 20 seconds from 18 seconds, and reverted the cost increase to this ability and its morphs.
Why not make it work like dodge roll?... after you cast a shield the cost of another shield increases 50% for a brief cooldown.
fatmanatcomp wrote: »I find it hard to answer that question , as I do not know if I can’t break cc because it’s broken or because the Regen bug is killing me and somewhere my stamina is resting in an endless pool of leaked stamina.
Shields weren't broken in the first place...