It starts off as The Devs listened to what everyone was not wanting in regards to the Sorc and its shields. They seemed to not listen when we didn't want Major Mending taken away from the templar. It also says Sorcs don't have sustain from doing there shields and other things, well news update ZOS you killed all sustain with Morrowind. Game keeps diminishing from what it once was. I suggest this, just revert everything back to the base game with classes being like they were meant to be.
I push for a time before Morrowind and not this garbage we have now
Shokasegambit1 wrote: »This is so cringe to read that I can't even comment about something, without being ridiculed or attacked instantly.
It's like fighting for something that will never end. And the no lifers won...
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.
Not being able to stack shields isn't a viable solution.
This will only cause magicka Sorcerers to not be able to play in any form of PVP or in difficult PVE content.
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.
From no-CP point of view: people focus on sustain builds and dont have access to offensive CP passives, that result in low crit chance for majority of builds that are not glass-cannons; means shields getting higher benefit from raw Armor as people cant stack penetration and still have nice survivability. There is no boosts of defensive mechanics, so shields never pass 40% hp anyway.
If short, crittable damage shields that take Armor into account and cap on 40% hp is buff to damage shields on no-CP, not nerf.
From no-CP point of view: people focus on sustain builds and dont have access to offensive CP passives, that result in low crit chance for majority of builds that are not glass-cannons; means shields getting higher benefit from raw Armor as people cant stack penetration and still have nice survivability. There is no boosts of defensive mechanics, so shields never pass 40% hp anyway.
If short, crittable damage shields that take Armor into account and cap on 40% hp is buff to damage shields on no-CP, not nerf.
I agree, but your conclusion is only true if you build for resistances (armor and/or impen), at least a bit. It's a good thing that this is possible now for light armor users, where you have to sacrifice something to achieve high armor resistances.
I don't really like that heavy armor users will get a lot out of wards, if they can incorporate them in their build.
So... based on these two posts by Rob, this is basically a PvE shield nerf, then.
From no-CP point of view: people focus on sustain builds and dont have access to offensive CP passives, that result in low crit chance for majority of builds that are not glass-cannons; means shields getting higher benefit from raw Armor as people cant stack penetration and still have nice survivability. There is no boosts of defensive mechanics, so shields never pass 40% hp anyway.
If short, crittable damage shields that take Armor into account and cap on 40% hp is buff to damage shields on no-CP, not nerf.
I agree, but your conclusion is only true if you build for resistances (armor and/or impen), at least a bit. It's a good thing that this is possible now for light armor users, where you have to sacrifice something to achieve high armor resistances.
I don't really like that heavy armor users will get a lot out of wards, if they can incorporate them in their build.
Soldier224 wrote: »The Sorc must be the best class of all... i think not.
The M Sorc needs a big nerf in PvP. M Sorc teleport+endlessShield+maxdmg builds should not exist.
HeroOfNone wrote: »Make swift 15%-20% speed increase outside of combat and in combat 5% max
Get to your fights faster but not able to run away quick.
It would nerf it enough not to be meta, but make it common dropped would make it useful to new players without mount upgrades.
So... based on these two posts by Rob, this is basically a PvE shield nerf, then.
So... based on these two posts by Rob, this is basically a PvE shield nerf, then.
No it's also nerf in PvP mister Rob just used numbers and ability that is not showing it. Lets assume person that uses shield have 24k health and 42k magicka which is more common plus have Dampen Magic morph. With lets say 12% in bastion and 5 light armor pieces shield value should be ~10,5k which means 1k shield loss because of the change. With Hardened Ward it'll be even higher loss since if I am correct it takes ~0,39 max magicka. So at the end sorc will have smaller shields that can now also take crit dmg etc. It's huge nerf for Hardened Ward in both PvE and PvP.
HeroOfNone wrote: »Make swift 15%-20% speed increase outside of combat and in combat 5% max
Get to your fights faster but not able to run away quick.
It would nerf it enough not to be meta, but make it common dropped would make it useful to new players without mount upgrades.
This nerfs mag builds that need it while stamina builds won't see much of a nerf.
Better change is to cap your speed via battlespirit with no immunity granted for snares.
But are we ready to go back to a snare meta game? I am not; best to leave swift as it is and make the devs fix the lag/hitboxes some more.
Soldier224 wrote: »The Sorc must be the best class of all... i think not.
The M Sorc needs a big nerf in PvP. M Sorc teleport+endlessShield+maxdmg builds should not exist.
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 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 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.
IZZEFlameLash wrote: »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.
Stamsorcs do deal with it a lot easier due to them having access to mobility and other tools that DKs do not have. Compare this: Burning Embers is a pain to land on Swift running builds and really heal depends on how much damage it does or any stam builds, Crit Surge heal is much reliable especially when you have crit stat. Vigor is a nice HoT while DKs don't really have true HoT besides Power Lash heal and Power Lash is more or less dodged almost always. Dragonblood is a magicka sink when you get defiled. 1k~3k heal for 4k magicka? No thanks. Cauterize becomes unreliable the moment you are in combat near 2 or more people and gets cut by Defile severely. Spammable due to it being cheaper. Oh, and Defile is usually accompanied with strong bleed these days. Stamsorcs can actually disengage a lot better than mDK, with or without Swift. Then build back up with Dark Exchange and re-engage. DKs cannot do that all. Stam DKs basically only has Vigor unless they forego FM for Rally.
@ZOS_RobGarrett
You do realize that these changes will only aggravate the shield stacking.
6k shield is a sad joke in PvP, especially now that it can be critted. That means sorcs will have to stack at least 2 shields to get around 12k shielding.
At the same time you are forcing sorcs to always carry around at least 2 shields neglecting the fact that sorcs already have about 0 build diversity and now will have even less.
In addition the sustain issue that sorcs have will also be aggravated b/c Hardened+ Annulment on PTS = Hardened on Live, and Annulment is considereably more expensive than Hardened.
Why not go the easiest route?
Half Shield size in PvE
Drop nerf from Battle Spirit
Prevent Conmjured and Annulment from stacking
Problem solved.
If you think shields are still to strong in PvE you could just nerf them to whatever value you deem appropriate and then just use a reveresed version of Battle Spirit and buff shields in PvP that way
Amdar_Godkiller wrote: »So... based on these two posts by Rob, this is basically a PvE shield nerf, then.
No it's also nerf in PvP mister Rob just used numbers and ability that is not showing it. Lets assume person that uses shield have 24k health and 42k magicka which is more common plus have Dampen Magic morph. With lets say 12% in bastion and 5 light armor pieces shield value should be ~10,5k which means 1k shield loss because of the change. With Hardened Ward it'll be even higher loss since if I am correct it takes ~0,39 max magicka. So at the end sorc will have smaller shields that can now also take crit dmg etc. It's huge nerf for Hardened Ward in both PvE and PvP.
That's kind of the point. Shields were massively over-performing in pvp and pve.
Because light armor has low resistance? Because white mob deals 8-32k hit in FH dungeon for example? You think all players are good equipped and played? I was with pugs causals VROM, they didn't do mechanic at second boss even after I copy-pasted full step-by step tactics to chat.
It's better and worse at the same time. They reverted one nerf and gave us another.
Reducing the power of Shields in pve was the whole point. You wanna survive, get yourself a healer or a bit more health on magicka toons in pve. With 20k health the shield is already 8k. They have resistances now, something that many people don't seem to consider here. PvE mobs are at level 50, so the resistance will mitigate a lot of damage on you, because you are level 66.