So now that cast time is removed, we're left with overly strong PvE shields with resistances. While that is cool and all, that should probably be removed for balance in the future.
Why not just allow shields to be crittable and no other change
I'm more concerned that this sends a message to certain people that you can throw tantrums and bully online until you get what you want.
I don't care what the developers decide on. They're the developers and they get to decide the creative direction the game takes. I have fourteen other characters to fall back on if one's ever not ideal for a certain situation.
Even giving the illusion that it's a community process has left us in worse shape than we were before Update 20 testing. The community needs to dial it back, and the developers need to grow a backbone because even without a lot of face time, it's still a leadership role and it has to feel like leadership. Not a constant push-pull with the social media comment sectionsI'm more concerned that this sends a message to certain people that you can throw tantrums and bully online until you get what you want.
I don't care what the developers decide on. They're the developers and they get to decide the creative direction the game takes. I have fourteen other characters to fall back on if one's ever not ideal for a certain situation.
Even giving the illusion that it's a community process has left us in worse shape than we were before Update 20 testing. The community needs to dial it back, and the developers need to grow a backbone because even without a lot of face time, it's still a leadership role and it has to feel like leadership. Not a constant push-pull with the social media comment sections.
Adding a cast time is a HORRIBLE idea for the game in pve and pvp. Everyone knows that. What happened needed to happen. I cant believe youre disappointed that the community voiced their opinion(loudly) over bad balance and the developers actually listening to us and the reps.
The community needs to dial it back, and the developers need to grow a backbone
ZOS_GinaBruno wrote: »We think it’s great some players want to play like a glass cannon, but those builds should have tradeoffs in reduced survivability. By limiting damage shield strength on max health, it makes the health stat much more attractive than it was previously for damage shield users.
"And the Scrolls have foretold, of black wings in the cold,That when brothers wage war come unfurled!Alduin, Bane of Kings, ancient shadow unbound,With a hunger to swallow the world!"
"And the Scrolls have foretold, of black wings in the cold,That when brothers wage war come unfurled!Alduin, Bane of Kings, ancient shadow unbound,With a hunger to swallow the world!"
Well the reason you're getting this nerf is partly cause the resistances are still on the shields, and this will propose a problem in the future likely@Nifty2g Um, I can only assume you missed the part about shields being capped to 40% of health? For the typical mag DD using Harness, that's shredding the shield size by half. You'd need to be at the resist cap for resistances on shields to compensate for this strength nerf, but no light armor wearer will be anywhere near the resist cap.
Also consider this ZOS: if you're trying to even the survivability between mag and stam, that contradicts every change you've made in the past 3 years when you said you wanted mag to have higher survivability but stam to have higher damage.
If you nerf mag survivability to bring it in line with stam, you also need to buff mag damage to bring in line with stam. It's only fair.
ZOS_GinaBruno wrote: »ZOS asked us about our feelings about heavy attacks, whether or not we felt they were worthwhile. We indicated the Stamina model was smoother mostly because they were faster, easier to connect in PVP (or would be if players weren’t zooming around) for the sustain, and fit the pace of the game better. In contrast, Ice and Inferno attacks feel slow, not very impactful, and were too easy to deny resources in PvP via dodge or tapping block. Lightning staff as a channel felt ok because the user was always doing something (although single target damage is not great).
The class reps indicated that speeding heavy attacks them up would be desirable, but players are mostly looking for impact and to feel like they accomplished something worthwhile by taking the time to do a heavy attack rather than using a skill. Resources are ok, but it feels more of a chore and something that had to be done just to resume a DPS rotation rather than the heavy attack itself being impactful.
Good stuff here. A few thoughts:
4 seconds of immunity on Forward Momentum would be more appropriate and more in line with Shuffle. Shuffle also needs a decrease in cost and Major Evasion duration.
Swift. It needs toned down but not straight up nerfed. I've suggested it be changed to +5% movement speed AND +5% sprint speed. This retains the maximum benefit but slows people down when they are actually in combat and casting skills.
The Major Expedition speed amount is balanced in my opinion, the only problem is uptime in some cases (*cough* speed pots).
As for shields, I guess a health component is ok. Another cool idea from the forums in "shield over time" like a HOT.
ZOS_GinaBruno wrote: »Hi everyone,
So with that, below are the meeting notes compiled by the Reps themselves (mainly @JoyDivsion - thank you!).
ZOS_GinaBruno wrote: »Sorcerer Shields:
We spent at least 30 minutes discussing shields. .....There’s only so much I can type and not every detail from our conversation is printed above. I came way from this conversation with the impression that the Devs are open. They know it’s a big change, they know there are potentially better ways to achieve their goals.
ZOS_GinaBruno wrote: »Champion Points
While not a update 20 specific concern, we spent a fair amount of time discussing the Champion Point system because it is our belief that the power creep in this system is responsible for many of the issues ZOS is trying to address in the first place (such as players being able to avoid mechanics, not have to make difficult build choices, and the feeling that healers are not needed).
ZOS_GinaBruno 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.
ZOS_GinaBruno wrote: »Player Speed
ZOS told us they are aware players are moving too fast and are too difficult to target with melee and short ranged abilities. They want to slow us down. Swift Jewelry was something that was specifically mentioned. The Major Expedition buff being too strong was hinted at. The reps agreed that players are too fast and that Swift Jewelry is a primary offender, especially when it was additive to other speed boosts and Forward Momentum. The reps did not agree that the Major Expedition was too strong. It was mentioned that diminishing returns may be a better way to address the issue than flat out nerfs as it is the stacking of speed that is the primary issue.
ZOS_GinaBruno wrote: »Sorcerers:
Much of their feedback was included in the discussion with shields. Sustain isn’t good, mobility took a hit, offense was nerfed, etc.
The week 2 changes to Dark Deal were needed and the skill is something that sorcerers can work with now.
We talked about sorcerer ultimates. The loss of a third bar from Overload has crowded sorcerers’ bars and ZOS is asking players to completely change how the class is played. ZOS indicated that they were thinking of changing one of the Ultimates into a Stamina morph since they were the only class that didn’t have one and the reps simultaneously said “Air Atronach”.
Overall we felt that from a Stamina sorcerer perspective, update 20 was more about what was being taken away, rather than was being added to make the class more interesting to play. The same, of course, is true from a Magicka perspective.
ZOS_GinaBruno wrote: »Nightblades:
There was a feeling the patch was more about what was being taken away rather than what was gained. Nightblades DPS is still good, but tank and healing NBs were particularly affected by the changes. More of this will be put into the respective sections
It was also mentioned that the cumulative changes to Nightblades, in particular the loss of healing, has turned the class into more of a “brawler” that relies on non-Nightblade stuff like gear that defines their builds.
We were running low on time, so specific Nightblade feedback will be sent to the Developer team.
Yea, I'm down to only running twilight in vCR because the oblivion damage more or less requires it. Pets basically just don't work in endgame PVP, or really PVE and they take two bars to not work. They are for casuals I guess.ZOS_GinaBruno wrote: »Pets:
No critical resistance and the shield change mechanic means they are squishier. ZOS indicated to us they are willing to look at specific problematic PvE fights in which pets do more harm than good via triggering boss mechanics, dying, etc. The reps already have a thorough list and will send it to the Devs.
ZOS_GinaBruno wrote: »Healers
Healers did not believe that shield changes would make them more desirable. What healers want most of all is too have impactful skills that make a tangible difference to other players such that groups would genuinely feel they were better off to have the healer than another DPS. This led into another discussion about how we think the CP system and power creep has made it easier for groups to avoid mechanics and just DPS burn stuff without the need for healers.
Nightblade and sorcerer healers have concerns with Update 20. Twilight Matriarch will have less shielding and loss of Overload bar and additional skills means sorcerers have to make adjustments and do so without getting any buffs to compensate. Nightblade healers won’t be able to be as offensive or aggressive in their healing, which again compels change via nerfs rather than buffs.
We also mentioned that it would be a good idea if healers had access to impactful skills that could not be replicated via gear or overlapping buffs from DPS. The Siphon Spirit skill, to take one example, is terrible (cast time, has a cooldown, and offers redundant buffs more efficiently acquired elsewhere). This used to be an interesting and dynamic skill that was a stable of healers back in the day.
Tasear has an extensive list of more specific feedback that was passed to ZOS.
ZOS_GinaBruno wrote: »ZOS asked us about our feelings about heavy attacks, whether or not we felt they were worthwhile. We indicated the Stamina model was smoother mostly because they were faster, easier to connect in PVP (or would be if players weren’t zooming around) for the sustain, and fit the pace of the game better. In contrast, Ice and Inferno attacks feel slow, not very impactful, and were too easy to deny resources in PvP via dodge or tapping block. Lightning staff as a channel felt ok because the user was always doing something (although single target damage is not great).
The class reps indicated that speeding heavy attacks them up would be desirable, but players are mostly looking for impact and to feel like they accomplished something worthwhile by taking the time to do a heavy attack rather than using a skill. Resources are ok, but it feels more of a chore and something that had to be done just to resume a DPS rotation rather than the heavy attack itself being impactful.
ZOS_GinaBruno wrote: »Forward Momentum, Shuffle, and Evasion. We were under a time crunch and did not discuss these related mechanics nearly enough. Forward Momentum enabling heavy armor builds to be more maneuverable than medium armor was identified, and ZOS indicated this was undesirable. Forward Momentum was also identified as one of the mechanics that enabled players to be too fast. It would not surprise me if this skill was adjusted. Evasion is a topic that deserved more discussion. We indicated it was difficult to judge the impact it would have in PvP and PvE setting as only so much can be done on the PTS. We did express our concerns that heavy armor, mostly in conjunction with non-heavy armor things (specific sets like Fury, Evasion, Forward Momentum, mostly Stamina stuff), will still make for stronger PvP builds than medium.
Unknown_Redemption wrote: »Hey, how about some WW discussions. Even the discord is a sad demonstration for lack of passion. What the heck.
Drummerx04 wrote: »So are any of these changes meant to allow sorcs/mag characters to keep themselves alive with shields at all? What is a 7k capped shield going to do for me in pvp (or difficult pve for that matter). If you really don't want mag characters to be able to survive things, then just remove shields outright and stop pretending they'll be useful in their super nerfed forms.
It's not an "exciting" choice to require extra health for slightly more usable shields or full glass cannon with a shield that can't survive a single god damn strike from a stam character.
At this point just turn Annulment into a magicka Vigor and call it a *** day.