ruikkarikun wrote: »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.
Why stamina dps with 16k health (for example briatheart+relequen or any other meta setup) with access to roll dodge/block/run a lot with high stamina pool don't invest any point to HP, etc and doing 30-40k+ dps, and sorcerer after this changes need to be 25k HP tank with 15k dps?
ARE YOU PEOPLE INSANE?
We also said it was unfortunate that much of our class identity has been taken away because the Champion System (and gear) has so much power.
Yolokin_Swagonborn wrote: »We also said it was unfortunate that much of our class identity has been taken away because the Champion System (and gear) has so much power.
Thank you for that. Keep the heat on the terrible champion system that has destroyed our beloved classes.
ruikkarikun wrote: »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.
Why stamina dps with 16k health (for example briatheart+relequen or any other meta setup) with access to roll dodge/block/run a lot with high stamina pool don't invest any point to HP, etc and doing 30-40k+ dps, and sorcerer after this changes need to be 25k HP tank with 15k dps?
ARE YOU PEOPLE INSANE?
Did you go on the pts and a test the change? even with 15k resistance, it is gonna mitigate a lot of damage if the shield is up. Mobs have level 50 and you are level 66 effectively, making your resistance more effective.
Having 25k would firstly not be necessary and secondly not lead to 15k dps, come on, at least get your numbers right and stop exaggerating.
Ragnarock41 wrote: »Yolokin_Swagonborn wrote: »We also said it was unfortunate that much of our class identity has been taken away because the Champion System (and gear) has so much power.
Thank you for that. Keep the heat on the terrible champion system that has destroyed our beloved classes.
Many people don't realize how important this is. The shieldstacking sorcs, unkillable Dks, fights that last for eternity, those are all things that happen in CP campaign. As a non-cp player by choice, I saw the side-effects as me and many of my friends got affected by nerfs that are results of CP system's power creep.
One of the biggest problems for me is the fact that ZOS tries to solve these issues with gear sets, and those sets are always aimed to balance CP problems, and then they end up DESTROYING no-cp gameplay. This double-edged sword did not bring any balance at all though and it has to stop. CP and No-CP diversion should have never happened.
Its obvious that no-cp is the literal hard mode especially when it comes to sustain and cp is way too watered down, but there must be a middle way to this.
ruikkarikun wrote: »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.
Why stamina dps with 16k health (for example briatheart+relequen or any other meta setup) with access to roll dodge/block/run a lot with high stamina pool don't invest any point to HP, etc and doing 30-40k+ dps, and sorcerer after this changes need to be 25k HP tank with 15k dps?
ARE YOU PEOPLE INSANE?
Did you go on the pts and a test the change? even with 15k resistance, it is gonna mitigate a lot of damage if the shield is up. Mobs have level 50 and you are level 66 effectively, making your resistance more effective.
Having 25k would firstly not be necessary and secondly not lead to 15k dps, come on, at least get your numbers right and stop exaggerating.
ruikkarikun wrote: »ruikkarikun wrote: »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.
Why stamina dps with 16k health (for example briatheart+relequen or any other meta setup) with access to roll dodge/block/run a lot with high stamina pool don't invest any point to HP, etc and doing 30-40k+ dps, and sorcerer after this changes need to be 25k HP tank with 15k dps?
ARE YOU PEOPLE INSANE?
Did you go on the pts and a test the change? even with 15k resistance, it is gonna mitigate a lot of damage if the shield is up. Mobs have level 50 and you are level 66 effectively, making your resistance more effective.
Having 25k would firstly not be necessary and secondly not lead to 15k dps, come on, at least get your numbers right and stop exaggerating.
I'm not elitist and a majority of this game too. My pet sorc dps on skeleton is 25-27k, and you want me to go tanky? While on LIVE magicka nightblades have 40k+ on skeleton with good sustain?
On live server I have 18k+hp, while doing LESS damage then 16k magicka nightblade. WHy you don't ask for NERF NIGHTBLADE?
DOn't tell me about annulment, nightblade at least have huge selfheal and sustain even nerfed better then sorcerer.
Tell me if shields so OP why on LIVE server on all veteran trials all dds are not magicka sorcerer? (magicka nightblade capping)
How one shot mechanics design, healers and shields have connection? I don't see any.
You just want sorcerer to be trash everywhere.
Again what about the majority casuals players, who want to have middle lvl, this nerfs will send them down. I don't care about 0.1% elitist can do 30k dps in tanky setup after patch, I'm not elitist.
AND THA MAIN QUESTION ON THIS AND PREVIOUS PATCNOTES TELL ME AT LEAST ONE SINGLE BUFF FOR SORCERER? (pet cost reduce, pathetic)
...What? You maintain a thread about the game formulas so I'm sure you know how they work? In light of which this doesn't make any sense. There is no form of interaction between player and enemy level. Level is irrelevant other than determining the flat resistance amount that equals 1% damage reduction.Mobs have level 50 and you are level 66 effectively, making your resistance more effective.
...What? You maintain a thread about the game formulas so I'm sure you know how they work? In light of which this doesn't make any sense. There is no form of interaction between player and enemy level. Level is irrelevant other than determining the flat resistance amount that equals 1% damage reduction.Mobs have level 50 and you are level 66 effectively, making your resistance more effective.
Krymzonbladez wrote: »All of this is still completely ***, making the shields be crittable removed the issue with them being "op" in pvp. Everything after that singular change is just being a jerk to most players who aren't in the top 5-10%. Shields being "op" in noncompetitive modes just seems a stupid thing to say they are functioning as designed. I don't understand why if the issue was only with magsorcs why would you make a change to a NON-class skill ergo annulment and so forth. It makes little to no sense at all.
ruikkarikun wrote: »@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_Wrobel
How sorcerer pets (scamp and twilight matriarch) will survive in veteran dungeons and trials?
Because now in Live server pets are useless in veteran trials, and sometimes die in veteran dungeons (DLC, matriarch dies in vMA, vDSA).
This one has me worried aswell though. I get it, ZOS doesn't want us to have 18k shields while being full offensive, but is it really an issue that our AI controlled, more or less stationary pets which have to be double barred, have that kind of shields? Making the pet step out of stupid is night impossible.So if they die with 20k shields how they will survive with 6k shield?
ruikkarikun wrote: »@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_Wrobel
How sorcerer pets (scamp and twilight matriarch) will survive in veteran dungeons and trials?
Because now in Live server pets are useless in veteran trials, and sometimes die in veteran dungeons (DLC, matriarch dies in vMA, vDSA).
So if they die with 20k shields how they will survive with 6k shield?
Pets have 80% damage reduction from all AoEs. There are very few of those that kill them, as long as you shield them once in a while, which you most likely do as a side effect of shielding yourself. The problems are some mechanics and some AoEs they should simply be immune to because there's no saving them.Pets dying is completely unrelated to the shield. They die because they literally walk into a lingering AOE field with very high damage and stay in it because it's near the target they're attacking. Nothing short of spamming shield exclusively (aka stopping all dps for atleast 10~ seconds) is going to save them, which is not worth it.
Pets are dying because of the mechanics design and their interaction with said mechanics.
Pets have 80% damage reduction from all AoEs. There are very few of those that kill them, as long as you shield them once in a while, which you most likely do as a side effect of shielding yourself. The problems are some mechanics and some AoEs they should simply be immune to because there's no saving them.Pets dying is completely unrelated to the shield. They die because they literally walk into a lingering AOE field with very high damage and stay in it because it's near the target they're attacking. Nothing short of spamming shield exclusively (aka stopping all dps for atleast 10~ seconds) is going to save them, which is not worth it.
Pets are dying because of the mechanics design and their interaction with said mechanics.
Thurvokun's poison AoE and Balorgh environmental damage during hunts are the only two things in the latest 4-man vet content that kill them frequently, unless you keep shielding them quite insistently. Thurvokun's AoE kills them because the damage increases every tick and ticks fast, and on Balorgh HM they step into too much environment damage during hunts (including right near the poison blossoms which deal massive damage).
ApostateHobo wrote: »Don't understand why they're pretty much punishing people for choosing to be mag dps. Stop sucking the fun out of the game for everyone dang it and actually improve things instead of constantly ruining them. Going to end up killing the game if they keep up this kind of "balancing" for every class.
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?
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