ZOS_RobGarrett wrote: »The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:So does that change to shields occur before or after battle spirit. Because shields are cut in half in pvp. So if a sorc has like 20-24k health, as most do, then they can expect an 8k - 12k shield? (not the best a math). But if you cut it in half because of battle spirit then a sorc with that amount of health is looking at a very small shield. Can someone clarify?
- The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
- The shield would be halved by Battle Spirit to 6,125.
- The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)
The team will continue to monitor and evaluate the change though.
@ZOS_RobGarrett could we get a better morph option to annullment than dampen magic then? It will be totally pointless to opt for that morph, seeing as one would run into the 40% cap
ZOS_RobGarrett wrote: »Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.Drummerx04 wrote: »Okay, I appreciate the overall direction... but 40% of my health bar on a 24k sorc shield? So Basically why run hardened ward because I'll always be so far over the health cap?
Is this 40% for ALL shields stacking or just each shield individually?
ZOS_RobGarrett wrote: »Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.Drummerx04 wrote: »Okay, I appreciate the overall direction... but 40% of my health bar on a 24k sorc shield? So Basically why run hardened ward because I'll always be so far over the health cap?
Is this 40% for ALL shields stacking or just each shield individually?
@ZOS_RobGarrett Is there any technical difficulties to make shields not stack? Like overwrite each other, or make them as Streak? Cost more every time you cast again?
Also really would like to see some StamSorc sustain in passive skills maybe?
Toc de Malsvi wrote: »Barrier and Bone Shield are both designed to give shields as large or larger than ones max health. It would seem this is a pretty huge nerf to two skills thay are hardly used already. I'm not opposed to a shield cap, but how do yall plan on balancing these skills within its context.
Toc de Malsvi wrote: »Barrier and Bone Shield are both designed to give shields as large or larger than ones max health. It would seem this is a pretty huge nerf to two skills thay are hardly used already. I'm not opposed to a shield cap, but how do yall plan on balancing these skills within its context.
By not doing anything to them? The 40% max health cap applies specifically to annulment and conjured ward. Not all shields in general.
@ZOS_RobGarrett With HP cap, hardened ward and dampen magic will become totally useless. Its possible to let them the cast without hp cap, like they are actually in the PTS ?
Some sorcs like me strongly prefer this cast than the HP cap. And let player choose between a cast or a hp cap (for Empowered Ward and Harness magicka) could bring more builds and playstyle diversity. Thanks !
ZOS_RobGarrett wrote: »Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.Drummerx04 wrote: »Okay, I appreciate the overall direction... but 40% of my health bar on a 24k sorc shield? So Basically why run hardened ward because I'll always be so far over the health cap?
Is this 40% for ALL shields stacking or just each shield individually?
so now the only thing downgraded is shield for PVE and i support the change, having shield that more taky than a real tank need to be gone.
Bastion CP probably needs reworking too, who's going to choose a CP star that puts you over a hard cap. Most likely tanks will be the only ones putting points in Bastion now, since they don't generally run Harness or Ward, and their shields can take advantage of the Bastion star.
Dagoth_Rac wrote: »Bastion CP probably needs reworking too, who's going to choose a CP star that puts you over a hard cap. Most likely tanks will be the only ones putting points in Bastion now, since they don't generally run Harness or Ward, and their shields can take advantage of the Bastion star.
Shattering Blows CP star needs a reworking, too. Bastion star will no longer increase shield size in most cases. But Shattering Blows will continue to do more damage against shields in all cases. The CP system is designed for each star to have a star that counteracts it. Bastion and Shattering Blows were the countervailing stars for shields. They are no longer balanced.
Potential way around this would be to have Bastion (and Dampen Magicka and Hardened Ward) increase the health percentage cap above 40% instead of increasing the actual shield size.
Dagoth_Rac wrote: »Have ZOS considered how the greatly reduced shield strength will influence combat pets? I literally mean the combat pets themselves. Conjured Ward and its morphs also shield combat pets and the combat pets will now have much lower shields. The problem with combat pets not being wanted in endgame PvE is largely because they die constantly in many boss encounters (and yet seem nearly invulnerable in other boss fights - why no consistency?).
Some friends and I ran Fang Lair hardmode the other night. I spent half the fight resummoning dead combat pets. If combat pets are dying constantly in many boss fights when the pets have 20k shields, what is going to happen when they have 7k shields?
This would not be as big an issue if you could switch from Pet Sorc to non-Pet Sorc on the fly, just by changing gear and skills. But Pet Sorcs require very different morphs and CP than non-Pet Sorcs. No one wants to respec their morphs and CP before every other boss fight.
ZOS_RobGarrett wrote: »The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:So does that change to shields occur before or after battle spirit. Because shields are cut in half in pvp. So if a sorc has like 20-24k health, as most do, then they can expect an 8k - 12k shield? (not the best a math). But if you cut it in half because of battle spirit then a sorc with that amount of health is looking at a very small shield. Can someone clarify?
- The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
- The shield would be halved by Battle Spirit to 6,125.
- The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)
The team will continue to monitor and evaluate the change though.
stack shields in pvp is a huge problem and ZoS will keep it... omg
Dagoth_Rac wrote: »Bastion CP probably needs reworking too, who's going to choose a CP star that puts you over a hard cap. Most likely tanks will be the only ones putting points in Bastion now, since they don't generally run Harness or Ward, and their shields can take advantage of the Bastion star.
Shattering Blows CP star needs a reworking, too. Bastion star will no longer increase shield size in most cases. But Shattering Blows will continue to do more damage against shields in all cases. The CP system is designed for each star to have a star that counteracts it. Bastion and Shattering Blows were the countervailing stars for shields. They are no longer balanced.
Potential way around this would be to have Bastion (and Dampen Magicka and Hardened Ward) increase the health percentage cap above 40% instead of increasing the actual shield size.
Emma_Overload wrote: »ZOS_RobGarrett wrote: »The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:So does that change to shields occur before or after battle spirit. Because shields are cut in half in pvp. So if a sorc has like 20-24k health, as most do, then they can expect an 8k - 12k shield? (not the best a math). But if you cut it in half because of battle spirit then a sorc with that amount of health is looking at a very small shield. Can someone clarify?
- The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
- The shield would be halved by Battle Spirit to 6,125.
- The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)
The team will continue to monitor and evaluate the change though.
stack shields in pvp is a huge problem and ZoS will keep it... omg
PvP lets you crit on the shields now, or did you forget about that? Also, the 12K Hardened Ward I have now is going to be gimped to 10K unless I figure out a way to get my Health up without damaging my Magicka.
So people is finally getting away with nerfing forward momentum? The argument that foward momentum makes heavy armor more mobile than medium is absurd, the problem is not heavy armor or forward momentum, the problem is that medium armor SUCKS. The passives are medicore, shuffle is ***, the lack of resistences&healing&health compared to heavy doesn't work in the current burst meta, the only effective medium builds atm are with impregnable, and the only reason they work is because impregnable is broken af. The solution is not a nerf to forward momentum, is a buff to medium armor, starting with shuffle and with that useless stealth passive that is a waste of skill points.
Stamblades being more effective as brawler now is the result of the change of meta. Old nighblade playstyle doesn't work, medium is ***, the game is full of undoggeable things, people is hitting really hard, etc. Also there is nothing wrong with being able to play an effective brawler, i'm not interested in being forced to run a roly poly build again, specially on this meta.
Dimishh returns for stacking movement speed bonuses is something i've suggested since the whole swift drama started. Is the logical choice for solving this. Nerfing major expedition would be really dumb.
I couldn't avoid laughting when i read the magDK part, they can't deal with bleads and defiles? lol. The self healing of the magDKs is insane, is absurd how much healing you can get on a magDK even while going full ofensive. Get real, if the magDKs lacks healing then i will make a post saying that stamblades lacks damage lol.
Hey @ManDraKE!
I would highly encourage you to read the post again.
No one said that mdks healing is bad, it was said that they have an unproportional hard time dealing with defiles - that’s a completely different argument. Careful to not fall into the scarecrow fallacy. Taking the most common playstyles into consideration:
-Both templars possess purge.
- Magsorcs have shields, so basically ignore defiles.
- Nightblades can cloak to mitigate damage and partially heal while clocked, as defiles aren’t an issue in a vacuum.
-Most of the stamina classes are mobile enough to avoid a lot of damage, specially with swift currently. Yet they are obviously also affected by defiles.
That essentially leaves DKs to take defiles entirely. Even though DKs have great healing (which noone is debating against) having them cut bu 80% negates that, thus the point being made about defiles.
Everyone is affected by defiles, thats for sure. But defiles were buffed to the point to where they are right now to essentially nerf tanks, which have common defense mechanisms as those as dk. So it is reasonable to assume that they arguably get affected the hardest by that change.
Hopefully I was able to clarify some points!
Have a good one!
Do you think a mag dk is worse off than a stam sorc against defile? I would say stam sorc have a disproportionately hard time dealing with defile more than any other class since we do not have shields or any healing passives or healing buffs.
That being said i personally think defile should have never been nerfed and should maybe even be buffed. We can build to counter defile. If i can do it on my stam sorc then anyone can do it. However a lot of us cant build to counter these disgusting healer builds. Mainly earthgore and perma blocking. Carry builds. Even with 6k + weapon damage in a full damage build you cant always break through that. The defile nerf was silly.
ZOS_RobGarrett wrote: »Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.
So...ZOS_RobGarrett wrote: »The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:
- The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
- The shield would be halved by Battle Spirit to 6,125.
- The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)
The team will continue to monitor and evaluate the change though.
This nonsense about shields being tankier than a tank really ought to stop.so now the only thing downgraded is shield for PVE and i support the change, having shield that more taky than a real tank need to be gone.
Emma_Overload wrote: »ZOS_RobGarrett wrote: »The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:So does that change to shields occur before or after battle spirit. Because shields are cut in half in pvp. So if a sorc has like 20-24k health, as most do, then they can expect an 8k - 12k shield? (not the best a math). But if you cut it in half because of battle spirit then a sorc with that amount of health is looking at a very small shield. Can someone clarify?
- The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
- The shield would be halved by Battle Spirit to 6,125.
- The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)
The team will continue to monitor and evaluate the change though.
stack shields in pvp is a huge problem and ZoS will keep it... omg
PvP lets you crit on the shields now, or did you forget about that? Also, the 12K Hardened Ward I have now is going to be gimped to 10K unless I figure out a way to get my Health up without damaging my Magicka.
Emma_Overload wrote: »ZOS_RobGarrett wrote: »The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:So does that change to shields occur before or after battle spirit. Because shields are cut in half in pvp. So if a sorc has like 20-24k health, as most do, then they can expect an 8k - 12k shield? (not the best a math). But if you cut it in half because of battle spirit then a sorc with that amount of health is looking at a very small shield. Can someone clarify?
- The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
- The shield would be halved by Battle Spirit to 6,125.
- The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)
The team will continue to monitor and evaluate the change though.
stack shields in pvp is a huge problem and ZoS will keep it... omg
PvP lets you crit on the shields now, or did you forget about that? Also, the 12K Hardened Ward I have now is going to be gimped to 10K unless I figure out a way to get my Health up without damaging my Magicka.
I think the main point is they did way more than they needed to do and the main change they needed to make to shields they didn't. making it so harness magicka and Hardened ward couldn't stack would have been a great place to start. making so many changes to one mechanic in a single patch is just asking for a multitude of problems.
ZOS_RobGarrett wrote: »Shields still stack the same way as before. We didn't change that behavior. The health-based cap is applied per individual shield.So...ZOS_RobGarrett wrote: »The current plan is for the new cap (based on maximum health) to be enforced after Battle Spirit is applied. In your example, if a Sorc with 24k hp and 35k Magicka casts Annulment:
- The shield would start at 12,250. (35k Magicka * 0.35 coefficient)
- The shield would be halved by Battle Spirit to 6,125.
- The shield would be unaffected by the health-based cap, because 6,125 < 9,600. (9,600 = 40% of 24k hp)
The team will continue to monitor and evaluate the change though.
People's main complaint with shields is sorc shield stacking in PvP.
Your nerf shields all around for all light armor users, sorcerers in particular.
You do nothing for sorc shield stacking in PvP. On the very contrary, you encourage it as only viable way to get a decent shield size again.
Lol?
When will your company stop nerfing the fun out of everything and instead start making the game more enjoyable by applying proper changes to things that actually need them?
When will your company stop taking the quick and easy route to save time and dev effort instead of developing new, more appropriate mechanics for balance? (eg separate PvE and PvP skill balance sheet, a mechanic addressing shield stacking specifically, etc.)
Are you so desperate to keep people playing the game longer that you need to harm survaviability in PvE so bad so people will die more, have a harder time completing new content and therefore staying more time at it, playing the game?
Yet are you so short on dev time and resources to implement challenging content to accomplish that goal, that you instead need to resort to these artificious nerfs?
Do you really think this won't instead backfire just pushing away people from the game, because being dead on the floor repeatedly is not fun?This nonsense about shields being tankier than a tank really ought to stop.so now the only thing downgraded is shield for PVE and i support the change, having shield that more taky than a real tank need to be gone.
I play a petsorc and I focus on max magicka. With 55k max mag and 23% from bastion my hardened ward is ~32k. In any and all vet content added during the past 1 year my shield on average goes away in a couple seconds/with a boss' fart, and it does nothing to save me from hard hitting heavy attacks that are meant to kill anyone but a blocking tank.
The amount of incoming damage that wipes my shield does only ~6k damage to a blocking tank, which is barely noticeable damage for a tank. So please cut this crap of damage shields being tankier than a tank.