ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.

Tommy_The_Gun wrote: »I don't like where this is going... if they are pushing those changes so hard that they want to have a cast time on one of the "survival" class skills... Lets just say that I can't imagine having a cast time (with or without interrupts) on Templar's Breath of Life or Nightbalde's Cloak...
The_Patriarch wrote: »But...but...this will make healers feel needed again!
The_Patriarch wrote: »But...but...this will make healers feel needed again!
I main a Healer and i never use shields. I mean why? If you have a good Tank and know mechanics then everything that will still hit you can easily be blocked or healed through.
damage in PVE has been buffed greatly due to some sets, time to even the odds, instead of doing a trial with 16k hp, do it with 22-24k, im sure dps races are out of this game.. some bosses become immune to dmg for a reason
I main a Healer and i never use shields. I mean why? If you have a good Tank and know mechanics then everything that will still hit you can easily be blocked or healed through.
The problem with shield stacking is that there is no risk reward in the play style.
Only reward. Since shields scale off of max magicka, you can be tankier than a pure tank and hit harder.
Since shields are a defensive mechanism, have them remove the cast time to be able to react when needed but have them scale off of HP instead of Magicka.
Problem solved. You want to have high shields then sacrifice damage or sustain.
The problem with shield stacking is that there is no risk reward in the play style.
Only reward. Since shields scale off of max magicka, you can be tankier than a pure tank and hit harder.
Since shields are a defensive mechanism, have them remove the cast time to be able to react when needed but have them scale off of HP instead of Magicka.
Problem solved. You want to have high shields then sacrifice damage or sustain.
Bone shield and Obsidian shield scale off max health and no dps uses them. Why? Because they're too small to be useful, anything less than a 10k shield is just a waste of a GCD.
Also there is a risk and its the same risk involved in blocking or dodge rolling for a stamina character, the defense consumes resources, and the risk is running out of resources before the enemy is dead.
Every class can 1vX, most players are potatoes and can be easily killed even in groups by any remotely competent player. Also no magicka toon is speccing all damage in pvp, regen is critical in any reasonable magicka build.Bottom line. A sorc shouldnt be able to spec all damage and have the best mitigation in the game. 1 sorc shouldn't be able to face tank a group and burst people down at the same time.
And I don't care about pvp, go play Fortnite or some other multiplayer cancer game with that attitude.Shields are a flawed concept in PvP. I dont care about Pve. Pve is a faceroll. Memorize the mechanics and breeze through. Its the same thing over and over again.
ZOS doesn't know its posterior orifice from a hole in the ground, as exemplified by the Morrowind regen nerf that they've spent the last year rolling back. Also there are sets and CP for dealing with high resistances and healing, so by your logic those should be nerfed as well.If Zos didnt think shields were over tuned they wouldn't have added bandaid sets like shield breaker and sloads and added a shield damage CP. The problem is they have no idea how to deal with it.
I dont like the cast time change. However the other changes are headed in the right direction. It still needs more.
The problem with shield stacking is that there is no risk reward in the play style.
Only reward. Since shields scale off of max magicka, you can be tankier than a pure tank and hit harder.
Since shields are a defensive mechanism, have them remove the cast time to be able to react when needed but have them scale off of HP instead of Magicka.
Problem solved. You want to have high shields then sacrifice damage or sustain.