From a balance point of view with the recent changes changes to shield making them critable, shields should crit.
The whole reason why they could not so far was b/c they couldn't be critted themselves. Enabling one without the other is simply unbalanced.
You can illustrate this with a simple equation:
damage mitigated = damage dealt
If the game is balanced both sides need to be equal to cancel each other out and the decisive factor for winning then becomes skill & luck.
However, if you increase the damage dealt by a crit multiplier ("crit") the equation will no longer hold:
damage mitigated =/= damage dealt * crit
damage mitigated < damage dealt
Every change made to shields on PTS so far has been poorly to cater the forum cry babies with l2p issues and an aversion to fair fights seeking only easy kills.
1) cast time is just far from reality
2) giving shields resistences gives tanky heavy armor builds the strongest shields, making them even tankier
3) making shields critable (see above)
Cast time is plain stupid. I agree on that, but, critiable shield / resistant shield makes other build viable against casters (crit / pen based build).
How about reducing battle spirit to 25% instead of plainly cuting shields by half. this wont nerf pve while bufing pvp. Is that fair?
Cast time is plain stupid. I agree on that, but, critiable shield / resistant shield makes other build viable against casters (crit / pen based build).
How about reducing battle spirit to 25% instead of plainly cuting shields by half. this wont nerf pve while bufing pvp. Is that fair?
Name me one build that got more viable against casters b/c shields are now affected by resistences?
And what is gained from increasing shield size to compensate for the fact that shields can be critted while they cannot crit themselves thus breaking the equation above? At best you increase shield size by the exactly right amount that offsets the additional damage from crits. But that means nothing really changes to the current live version of the shields. More likely you will endup over- or underbuffing shields thus making them too strong or too weak b/c you did not find the exact right amount of additional shield strength. So why go through all this trouble and make things more complicated, risking to screw things up?
Shields can't crit.
Why?
Becouse there is no defile to lower them in the first place
Actually there is something - it's called magicka pool. It's stated nowhere in any tooltip, but it is there: More max magicka, the larger is the shield. Most players of sorcerers who know about this therefore choose "the mage" as their mundus stone in PvP.
Actually there is something - it's called magicka pool. It's stated nowhere in any tooltip, but it is there: More max magicka, the larger is the shield. Most players of sorcerers who know about this therefore choose "the mage" as their mundus stone in PvP.
The crit changes ignore the symmetry in buffs and debuffs that has existed since the start of the game it is an immediate balance threat. The cast time changes aren't really a balance change they are just the removal of shields as useful skills for LA characters. This thread is about the crit change so let's not talk about the cast time change. Also Valrien is just a a tired magsorc main let him be in peace.shields receiving crit dmg is something we can talk about later, its not am immediate threat, keep test it see how it goes
if shields keep the one second cast time there unusable anyway
Haashhtaag wrote: »Cast time is plain stupid. I agree on that, but, critiable shield / resistant shield makes other build viable against casters (crit / pen based build).
How about reducing battle spirit to 25% instead of plainly cuting shields by half. this wont nerf pve while bufing pvp. Is that fair?
Name me one build that got more viable against casters b/c shields are now affected by resistences?
And what is gained from increasing shield size to compensate for the fact that shields can be critted while they cannot crit themselves thus breaking the equation above? At best you increase shield size by the exactly right amount that offsets the additional damage from crits. But that means nothing really changes to the current live version of the shields. More likely you will endup over- or underbuffing shields thus making them too strong or too weak b/c you did not find the exact right amount of additional shield strength. So why go through all this trouble and make things more complicated, risking to screw things up?
Pretty much all builds that use bleeds, NBs, and etc
shields receiving crit dmg is something we can talk about later, its not am immediate threat, keep test it see how it goes
if shields keep the one second cast time there unusable anyway
Nightfall12 wrote: »I have an idea....but this would be an unpopular choice because we have had shields all along that allow shield users to dish out heavy damage. But i think they should scrap shields as we know it. Instead make them funtion more like 1 hand and shield skills. But instead of stamina use magica, much like blocking with a frost staff.
step one scrap ice staff tanking.....revert to ice staff damage
step 2 eliminate block casting for everything
Step 3 make every current shield skill a burst of magica regen.
step 4 make slotting a shield skill mean you can now block and use magica to do so, while Magica blocking it creates an impenetrable force field, AKA NO damage. Immune invulnerable...however you would not be able to attack while doing so, and you would drain magica as you did. if you hit that shiled skill first you would get that burst of regen to absorb more damage
This would make it so healers are still needed if you were struck when dropping block to attack.
I know every DD in the game that has be killing it so far will hate this, but thats what happens when you need to balance PvP and PvE at the same time.......so you could instead just break those to apart.....
BlackMadara wrote: »Shields being able to crit would not be a good change. That would be similar to allowing blocking to crit for more mitigation, or passive dodge chance, which they are removing. There is always asymmetry between defense and offense in this game. Defensive mechanics cost more, don't scale as well, and/or stop regen. That is because being offensive is incentivized. It is also like this in any competitive combat based sport. "Stalling" (or being excessively defensive) is punished.
BlackMadara wrote: »Shields being able to crit would not be a good change. That would be similar to allowing blocking to crit for more mitigation, or passive dodge chance, which they are removing. There is always asymmetry between defense and offense in this game. Defensive mechanics cost more, don't scale as well, and/or stop regen. That is because being offensive is incentivized. It is also like this in any competitive combat based sport. "Stalling" (or being excessively defensive) is punished.
....
Block and Dodge are completely different concepts. They mitigate a relative amount of damage and do not have an upper limit. THAT'S the reason why they don't crit.
Shields are like heals and mitigate an absolute amount of damage and do have an upper limit. That's why heals can crit and why shields should be able to crit now that they can be critted.