Camb0Sl1ce wrote: »wanna thank the reps, you guys did something most didnt think you could
You can simply walk around it and avoid the flame damage FYI. That's how I survive it on stam.coplannb16_ESO wrote: »Harness spam is the only thing that keeps me alive in vMA to kill the CGs in round 9. I dont think I can live thru a flamebreath now in light armor without block now.
Dagoth_Rac wrote: »
18k health is about as high as most players can go before their DPS takes too much of a hit and they cannot clear content. That is still only a 7.2K shield. Not much use when even non-boss mobs in difficult content can do 24K DPS to players.
People are not playing glass cannons for giggles. They are playing glass cannons because the best strategy in nearly every PvE fight is, "Kill stuff fast. If that does not work, kill stuff faster." Stacking health to get stronger shields is fine in concept. But in practice? It just means you will live long enough to get overwhelmed by adds or long enough to see boss enrage.
ZOS keep releasing PvE content that smashes you with extreme levels of damage that will overwhelm the healer if the DPS do not have a lot self-survivability. But that PvE content also requires extremely high DPS to clear. Big shields were a way of giving players the needed survivability for difficult endgame content, without interfering too much with our rotations, while also letting us run enough offensive stats to meet DPS checks.
ZOS want us to "make choices" between survivability and damage dealing. Yet they keep releasing content where that is not a choice. You need both.
And I don't have a problem with that. I kind of like that ESO is a game where the tank is not expected to taunt everything. Where the healer is not expected to heal through everything. Where the DPS cannot just robotically crank through their rotation but instead have to be able to handle having some mobs aggro on them, and have to handle situations where they cannot ignore their health bar and expect healer to always keep them alive. But ZOS need to give us the tools for that. The cast time shields were not a viable way to handle this game design. Unfortunately, dinky little shields are not a viable way to handle this game design, either.
ZOS have kind of painted themselves into a corner here. They have released PvE content over the past couple of years that expects players to have high survivability and high DPS. But ZOS do not want a meta where players have high survivability and high DPS. How do you change a meta you have soured on when there is a whole bunch of content dependent on that meta?
ZOS_GinaBruno wrote: »Hi everyone,
We’ve had a lot of discussions over the past week, and after digesting everything we’ve seen and read, in addition to talking with the Class Reps, we’re making the decision to revert the cast time for both of these shield abilities. In one of the upcoming PTS patches, Annulment and Conjured Ward will now be instant-cast abilities that scale off your maximum Magicka (as they do on live currently), but cap the total shield amount to 40% of your character’s maximum health. Our goal with the damage shield changes has been to address the fact that you can create builds that maximize damage while ignoring defense. 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.
Dagoth_Rac wrote: »
18k health is about as high as most players can go before their DPS takes too much of a hit and they cannot clear content. That is still only a 7.2K shield. Not much use when even non-boss mobs in difficult content can do 24K DPS to players.
People are not playing glass cannons for giggles. They are playing glass cannons because the best strategy in nearly every PvE fight is, "Kill stuff fast. If that does not work, kill stuff faster." Stacking health to get stronger shields is fine in concept. But in practice? It just means you will live long enough to get overwhelmed by adds or long enough to see boss enrage.
ZOS keep releasing PvE content that smashes you with extreme levels of damage that will overwhelm the healer if the DPS do not have a lot self-survivability. But that PvE content also requires extremely high DPS to clear. Big shields were a way of giving players the needed survivability for difficult endgame content, without interfering too much with our rotations, while also letting us run enough offensive stats to meet DPS checks.
ZOS want us to "make choices" between survivability and damage dealing. Yet they keep releasing content where that is not a choice. You need both.
And I don't have a problem with that. I kind of like that ESO is a game where the tank is not expected to taunt everything. Where the healer is not expected to heal through everything. Where the DPS cannot just robotically crank through their rotation but instead have to be able to handle having some mobs aggro on them, and have to handle situations where they cannot ignore their health bar and expect healer to always keep them alive. But ZOS need to give us the tools for that. The cast time shields were not a viable way to handle this game design. Unfortunately, dinky little shields are not a viable way to handle this game design, either.
ZOS have kind of painted themselves into a corner here. They have released PvE content over the past couple of years that expects players to have high survivability and high DPS. But ZOS do not want a meta where players have high survivability and high DPS. How do you change a meta you have soured on when there is a whole bunch of content dependent on that meta?
joaaocaampos wrote: »ZOS_GinaBruno wrote: »Hi everyone,
We’ve had a lot of discussions over the past week, and after digesting everything we’ve seen and read, in addition to talking with the Class Reps, we’re making the decision to revert the cast time for both of these shield abilities. In one of the upcoming PTS patches, Annulment and Conjured Ward will now be instant-cast abilities that scale off your maximum Magicka (as they do on live currently), but cap the total shield amount to 40% of your character’s maximum health. Our goal with the damage shield changes has been to address the fact that you can create builds that maximize damage while ignoring defense. 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.
@ZOS_GinaBruno @ZOS_RobGarrett
Okay, but... But how will this work with Hardened Ward and Dampen Magic, which increases the amount of damage absorbed?
Look!
- "Your own globe absorbs 20% additional damage."
- "Each piece of Light Armor worn increases the amount of damage absorbed by 3%".
How will this be relevant, if cap the total shield amount to 40% of your character’s maximum health? Or will you replace "amount of damage absorbed" with "increases cap the total shield amount to 60/61% of your character’s maximum health?"
It is?
- Harness Magicka and Empowered Ward: 40% of your character’s maximum health.
- Hardened Ward: 60% of your character’s maximum health.
- Dampen Magic: 61% of your character’s maximum health using 7 Light pieces.
Or will it work otherwise?
Instead of nerfing Major Expedition or Swift why not alter the speed cap in PvP via Battle Spirit? Make the cap like 180% in PvP and keep it at 200% for the rest of the game.
If players are too fast it's the speed cap that should be looked at.
There is already a trade-off in resources & damage when you choose Swift over Robust or Arcane.
Nerfing Forward Momentum would make Rally the most used morph, there is a good balance currently between the morphs.
Magicka characters benefit from Swift, nerfing that will nerf magicka aswell.
You can simply walk around it and avoid the flame damage FYI. That's how I survive it on stam.
Dagoth_Rac wrote: »
18k health is about as high as most players can go before their DPS takes too much of a hit and they cannot clear content. That is still only a 7.2K shield. Not much use when even non-boss mobs in difficult content can do 24K DPS to players.
People are not playing glass cannons for giggles. They are playing glass cannons because the best strategy in nearly every PvE fight is, "Kill stuff fast. If that does not work, kill stuff faster." Stacking health to get stronger shields is fine in concept. But in practice? It just means you will live long enough to get overwhelmed by adds or long enough to see boss enrage.
ZOS keep releasing PvE content that smashes you with extreme levels of damage that will overwhelm the healer if the DPS do not have a lot self-survivability. But that PvE content also requires extremely high DPS to clear. Big shields were a way of giving players the needed survivability for difficult endgame content, without interfering too much with our rotations, while also letting us run enough offensive stats to meet DPS checks.
ZOS want us to "make choices" between survivability and damage dealing. Yet they keep releasing content where that is not a choice. You need both.
And I don't have a problem with that. I kind of like that ESO is a game where the tank is not expected to taunt everything. Where the healer is not expected to heal through everything. Where the DPS cannot just robotically crank through their rotation but instead have to be able to handle having some mobs aggro on them, and have to handle situations where they cannot ignore their health bar and expect healer to always keep them alive. But ZOS need to give us the tools for that. The cast time shields were not a viable way to handle this game design. Unfortunately, dinky little shields are not a viable way to handle this game design, either.
ZOS have kind of painted themselves into a corner here. They have released PvE content over the past couple of years that expects players to have high survivability and high DPS. But ZOS do not want a meta where players have high survivability and high DPS. How do you change a meta you have soured on when there is a whole bunch of content dependent on that meta?
Hey @ZOS_Wrobel - Tell me how shields that are 40% of max health will help when your content has damage that looks like this?
This, BTW, is Veteran Blackrose Prison on the PTS. The damage in this death recap came from mobs--not bosses. And these hits are standard attacks, not special abilities or mechanics. Three hits, each over 8K, in the span of 1.1s. Are you still going to claim that shields are OP in PvE?
ruikkarikun wrote: »And about 40% HP shield cap, maybe you can increase it a little bit too...
5% more than what Templars currently get in PvP and 10% more in pve lol
Dagoth_Rac wrote: »
18k health is about as high as most players can go before their DPS takes too much of a hit and they cannot clear content. That is still only a 7.2K shield. Not much use when even non-boss mobs in difficult content can do 24K DPS to players.
People are not playing glass cannons for giggles. They are playing glass cannons because the best strategy in nearly every PvE fight is, "Kill stuff fast. If that does not work, kill stuff faster." Stacking health to get stronger shields is fine in concept. But in practice? It just means you will live long enough to get overwhelmed by adds or long enough to see boss enrage.
ZOS keep releasing PvE content that smashes you with extreme levels of damage that will overwhelm the healer if the DPS do not have a lot self-survivability. But that PvE content also requires extremely high DPS to clear. Big shields were a way of giving players the needed survivability for difficult endgame content, without interfering too much with our rotations, while also letting us run enough offensive stats to meet DPS checks.
ZOS want us to "make choices" between survivability and damage dealing. Yet they keep releasing content where that is not a choice. You need both.
And I don't have a problem with that. I kind of like that ESO is a game where the tank is not expected to taunt everything. Where the healer is not expected to heal through everything. Where the DPS cannot just robotically crank through their rotation but instead have to be able to handle having some mobs aggro on them, and have to handle situations where they cannot ignore their health bar and expect healer to always keep them alive. But ZOS need to give us the tools for that. The cast time shields were not a viable way to handle this game design. Unfortunately, dinky little shields are not a viable way to handle this game design, either.
ZOS have kind of painted themselves into a corner here. They have released PvE content over the past couple of years that expects players to have high survivability and high DPS. But ZOS do not want a meta where players have high survivability and high DPS. How do you change a meta you have soured on when there is a whole bunch of content dependent on that meta?
The change was purely to appease PvP players...