profundidob16_ESO wrote: »If they really want to keep the shield skill as an "oh-***" button in the game that is fine and understandable I guess as some fights are designed to require one currently and pvp would leave mage classes powerless without anything to counter resistance builds. So as an "oh ***" emergency shield it cannot have a cast time by definition but must have a CD time instead to avoid abuse such as spamming.
Stacking shields is not acceptable in any way. Whenever 1 shield is active another should only be able to replace/refresh the first, not stack with it !
Thread starts with an incorrect assumption.profundidob16_ESO wrote: »If they really want to keep the shield skill as an "oh-***" button in the game that is fine and understandable I guess as some fights are designed to require one currently and pvp would leave mage classes powerless without anything to counter resistance builds. So as an "oh ***" emergency shield it cannot have a cast time by definition but must have a CD time instead to avoid abuse such as spamming.
Stacking shields is not acceptable in any way. Whenever 1 shield is active another should only be able to replace/refresh the first, not stack with it !
Same with hots.. Whenever one hot is active, you should only be able to replace/refresh the first, not stack with it.
Thread starts with an incorrect assumption.
MLGProPlayer wrote: »Thread starts with an incorrect assumption.
There is a reason why stamina characters don't get taken into vet trials. Magicka simply has much higher survivability on live.
Of course, this is all about to change if the PTS goes live, and magicka will be the spec that gets completely dropped.
MLGProPlayer wrote: »I don't think anyone disagrees that shields are overtuned. They need a rework. They make stamina classes undesirable in endgame PvE and allow players to become unkillable raid bosses in PvP. However, despite all this, they are a necessity in this game due to how it is designed (1-shot mechanics in PvE endgame necessitate shielding or dodging).
Unfortunately, in typical ZOS scorched earth fashion, they have decided to completely gut shields rather than rework them in a meaningful way.
So, let's use this thread to coalesce alternatives to ZOS' proposed nerf of adding a cast time to shields.
A few suggestions I have:
- Remove shield stacking by making stronger shields simply overwrite weaker ones, rather than adding to them (this solves the problem of shield stacking in PvP); however, as another poster pointed out, this destroys any abilities that grant smaller shields
- Increase the magicka cost of shields and reduce the magicka recovered with Harness Magicka (this makes it more costly to spam shields in PvE); this forces players to make an actual cost-benefit analysis where applying too many shields reduces damage potential.
MLGProPlayer wrote: »I don't think anyone disagrees that shields are overtuned. They need a rework. They make stamina classes undesirable in endgame PvE and allow players to become unkillable raid bosses in PvP. However, despite all this, they are a necessity in this game due to how it is designed (1-shot mechanics in PvE endgame necessitate shielding or dodging).
Unfortunately, in typical ZOS scorched earth fashion, they have decided to completely gut shields rather than rework them in a meaningful way.
So, let's use this thread to coalesce alternatives to ZOS' proposed nerf of adding a cast time to shields.
A few suggestions I have:
- Remove shield stacking by making stronger shields simply overwrite weaker ones, rather than adding to them (this solves the problem of shield stacking in PvP); however, as another poster pointed out, this destroys any abilities that grant smaller shields
- Increase the magicka cost of shields and reduce the magicka recovered with Harness Magicka (this makes it more costly to spam shields in PvE); this forces players to make an actual cost-benefit analysis where applying too many shields reduces damage potential.
joaaocaampos wrote: »I prefer if Annulment and Conjured Ward have stacking cost increase as Bolt Escape have. Or a shared cooldown (Spear Shards and Necrotic Orb is an example).X: 4, 6 or 8 seconds.
- "Casting again within X seconds cost Y% more Magicka."
- "Casting Annulment or Conjured Ward again within X seconds cost Y% more Magicka."
Y: 50, 60 or 70%. Healing Ritual cost was increased by 69%.
MLGProPlayer wrote: »Thread starts with an incorrect assumption.
There is a reason why stamina characters don't get taken into vet trials. Magicka simply has much higher survivability on live.
Of course, this is all about to change if the PTS goes live, and magicka will be the spec that gets completely dropped.
MLGProPlayer wrote: »Thread starts with an incorrect assumption.
There is a reason why stamina characters don't get taken into vet trials. Magicka simply has much higher survivability on live.
Of course, this is all about to change if the PTS goes live, and magicka will be the spec that gets completely dropped.