Haashhtaag wrote: »
Haashhtaag wrote: »
Shezzarrine wrote: »Haashhtaag wrote: »
And a damage abitu is a damage ability right? Let's just give every class the same abities, and just change the names of them. It's balanced right?
But for real have you ever tanked? Adding a 1 second channel to DK shards, which is btw probably the weakest sheild in the game being based on health, wouldn't let tanks block cast it and would make the skill useless
Haashhtaag wrote: »
No it isn't. Read Rob Garrett's comments in the dev tracker. The two affected shields we're targeted because they allow you to shirk having to make offensive sacrifices for better survivability.
Many other shields are health based, proc based, ultimates, etc. They don't compare to sorc Ward and Annulment which scale on offensive stats and are essentially spammable.
Shezzarrine wrote: »Haashhtaag wrote: »
And a damage abitu is a damage ability right? Let's just give every class the same abities, and just change the names of them. It's balanced right?
But for real have you ever tanked? Adding a 1 second channel to DK shards, which is btw probably the weakest sheild in the game being based on health, wouldn't let tanks block cast it and would make the skill useless
"If you are quitting, can I have your stuff??"
Haashhtaag wrote: »
Haashhtaag wrote: »Haashhtaag wrote: »
No it isn't. Read Rob Garrett's comments in the dev tracker. The two affected shields we're targeted because they allow you to shirk having to make offensive sacrifices for better survivability.
Many other shields are health based, proc based, ultimates, etc. They don't compare to sorc Ward and Annulment which scale on offensive stats and are essentially spammable.
Here is a little bit of knowledge for you and Rob.... sorcs in PVP weren't spec'ing full damage. Most ran 2 sustain sets plus a set like EG, BS, or Pirate skeleton. If a sorc was spec'ing full damage odds are they either had a pocket healer or ran in a zerg.
Haashhtaag wrote: »With the changes to shields it is my opinion that if you're going to apply a 1 second cast time to certain shields you should apply to all shields. It is absurd that you're only targeting shields that 1 class has in regards to annulment and it's morphs as well as conjured ward and it's morphs.
Below are a list of other shields which should also receive a cast time:
Steadfast Ward and its morphs
Sun Shield and its morphs
Magma Shell
Obsidian Shield and its morphs
Crystallized Shield and its morphs
Bone Shield and its morphs
Barrier and its morphs
Siege Shield and its morphs
Concentrated Barrier passive in psijic skill line should have a 1 second delay
It is only fair that if you're going to make this decision to completely destroy a class in a facet of the game you make the change across all classes.
Haashhtaag wrote: »Haashhtaag wrote: »
No it isn't. Read Rob Garrett's comments in the dev tracker. The two affected shields we're targeted because they allow you to shirk having to make offensive sacrifices for better survivability.
Many other shields are health based, proc based, ultimates, etc. They don't compare to sorc Ward and Annulment which scale on offensive stats and are essentially spammable.
Here is a little bit of knowledge for you and Rob.... sorcs in PVP weren't spec'ing full damage. Most ran 2 sustain sets plus a set like EG, BS, or Pirate skeleton. If a sorc was spec'ing full damage odds are they either had a pocket healer or ran in a zerg.
Please explain how you kill anyone with a brain wearing two sustain sets and EG. In orther words, the sorcs you describe are the zerg surfers.
Oreyn_Bearclaw wrote: »Shezzarrine wrote: »Haashhtaag wrote: »
And a damage abitu is a damage ability right? Let's just give every class the same abities, and just change the names of them. It's balanced right?
But for real have you ever tanked? Adding a 1 second channel to DK shards, which is btw probably the weakest sheild in the game being based on health, wouldn't let tanks block cast it and would make the skill useless
The response would be, have your ever sorced in PVP? I would trade a shield with a cast time for a smaller insta cast that also returns stam, especially with all the dodging I am going to have to do on magic toon next patch.
VaranisArano wrote: »ZOS made it clear in the class rep meeting their intent was to nerf damage shields that make healers useless.
For PVE this is gonna kill all mag tanks using shield, especially sorc.
Just bring sorc tank to any dlc dungeon, you’ll see it’ll get one shot cos of the 1 sec shield.
The boss hit so hard it’s gonna break your shield or a stun move then next second your dead.
Don’t even talk about other abilities, you won’t even have a chance to use them.
Sorc tank will no longer be playable, completely killed by ZOS, what sort of tank balance on all classes is this?
Like if there’s not already short of tanks everywhere when you queue anything.
ramasurinenpreub18_ESO wrote: »VaranisArano wrote: »ZOS made it clear in the class rep meeting their intent was to nerf damage shields that make healers useless.
Yup. And whose fault is that? It's ZOS' fault, that's who.
For FOUR YEARS they've been balancing content around shields, far too much in fact, and of course with power creep that content kept needing to be made more and more difficult in order challenge the top players. Unfortunately their solution to creating that challenge was more and more "Simon Says" one-shot death mechanics to defeat those shields. Red-red-red-yellow... you win. Red-red-red-blue, you die. The only way to have a chance of surviving a mistake in this kind of evironment is to have huge damage shields available on demand, and that's how we ended up with AS and Cloudrest, where stam characters are generally a liability and not even wanted.
If the true reason for these nerfs, so they claim, was that healers aren't needed, then it's not because of shields, it's because they painted themselves into a corner with their dungeon and trial design. The way to make healers needed again (and stam wanted again) isn't to nerf shields, it's to lose the one-shot crap and develop mechanics with increasing amounts of damage over time that players need to absorb, and healers need to cleanse, shielded or not.
Unfortunately this is the bed they've made, and we have to sleep in it. Now of course they've finally realized it's a problem, but the true solution, which is reworking and re-balancing the content and mechanics, is just far too much work for them. All they've done with these nerfs is make mag and stam equally dead, and equally annoyed.
Nice.
As others have said before, this change isn't going to be much more than an especially annoying speed bump to the top 1% of players, nor for those who have little interest in exploring the game's most difficult content, but for those who are in the middle, those working their way up through dungeons and trials, or trying for that elusive flawless conqueror title, it's going to be a world of hurt.
Yes, shields needed a bit of a nerf, but this is too much. Having them be affected by crit damage, increasing the cost slightly for spamming them, or nerfing their size just a little would be enough. Increasing the duration of them was pointless. I've never had a shield last more than 3 seconds when I really needed one. It's also long, long past time to separate pve and pvp skills and gear. They can never be balanced while both groups continue to have access to the same toys. The hardcore pvp crowd can never be appeased, because every death is ultimately personal on some level, and pve players have suffered and will continue to suffer every time they complain.
Haashhtaag wrote: »
No it isn't. Read Rob Garrett's comments in the dev tracker. The two affected shields we're targeted because they allow you to shirk having to make offensive sacrifices for better survivability.
Many other shields are health based, proc based, ultimates, etc. They don't compare to sorc Ward and Annulment which scale on offensive stats and are essentially spammable.
ramasurinenpreub18_ESO wrote: »VaranisArano wrote: »ZOS made it clear in the class rep meeting their intent was to nerf damage shields that make healers useless.
Yup. And whose fault is that? It's ZOS' fault, that's who.
For FOUR YEARS they've been balancing content around shields, far too much in fact, and of course with power creep that content kept needing to be made more and more difficult in order to challenge the top players. Unfortunately their solution to creating that challenge was more and more "Simon Says" one-shot death mechanics to defeat those shields. Red-red-red-yellow... you win. Red-red-red-blue, you die. The only way to have a chance of surviving a mistake in this kind of evironment is to have huge damage shields available on demand, and that's how we ended up with AS and Cloudrest, where stam characters are generally a liability and not even wanted.
If the true reason for these nerfs, so they claim, was that healers aren't needed, then it's not because of shields, it's because they painted themselves into a corner with their dungeon and trial design. The way to make healers needed again (and stam wanted again) isn't to nerf shields, it's to lose the one-shot crap and develop mechanics with increasing amounts of damage over time that players need to absorb, and healers need to cleanse, shielded or not.
Unfortunately this is the bed they've made, and we have to sleep in it. Now of course they've finally realized it's a problem, but the true solution, which is reworking and re-balancing the content and mechanics, is just far too much work for them. All they've done with these nerfs is make mag and stam equally dead, and equally annoyed.
Nice.
As others have said before, this change isn't going to be much more than an especially annoying speed bump to the top 1% of players, nor for those who have little interest in exploring the game's most difficult content, but for those who are in the middle, those working their way up through dungeons and trials, or trying for that elusive flawless conqueror title, it's going to be a world of hurt.
Yes, shields needed a bit of a nerf, but this is too much. Having them be affected by crit damage, increasing the cost slightly for spamming them, or nerfing their size just a little would be enough. Increasing the duration of them was pointless. I've never had a shield last more than 3 seconds when I really needed one. It's also long, long past time to separate pve and pvp skills and gear. They can never be balanced while both groups continue to have access to the same toys. The hardcore pvp crowd can never be appeased, because for them every death is ultimately personal on some level, and pve players have suffered and will continue to suffer every time they complain.
VaranisArano wrote: »ZOS made it clear in the class rep meeting their intent was to nerf damage shields that make healers useless.
With that in mind, its pretty obvious why they nerfed some shields and not others.