Sure decrease the upfront cost, but each time a shield is recasted within 4 seconds of a previous shield cast, increase the cost by 50%. This would put shield spamming on par with dodge roll spamming.
Now that we have a cap on how big our ward can be and it is also affected by crits/resistances.
Can we see a cost reduction on the skill seeing as all it does it provide a capped ward with minimal other effects.
Or tag minor protection onto the skill if the cost has to stay the same.
I disagree purely on the notion that harness sustain still did not get adressed.
If that should ever happen something has to be added to hardened/empowered - or the cost has to be reduced.
Sure decrease the upfront cost, but each time a shield is recasted within 4 seconds of a previous shield cast, increase the cost by 50%. This would put shield spamming on par with dodge roll spamming.
LeifErickson wrote: »
Sure decrease the upfront cost, but each time a shield is recasted within 4 seconds of a previous shield cast, increase the cost by 50%. This would put shield spamming on par with dodge roll spamming.
Sure decrease the upfront cost, but each time a shield is recasted within 4 seconds of a previous shield cast, increase the cost by 50%. This would put shield spamming on par with dodge roll spamming.
I think you have to look at the definition of "on par" again.
1) Shields mitigate an absolute amount of damage and as such have an upper limit, dodge roll does not
2) Shields require the sacrifice of a bar slot to be able to use them
3) Shields costs cannot be reduced via item traits
4) Shields costs cannot be reduced via the CP system
5) Shields cannot be woven with abilities like light attacks
And before you start "But shields can be increased in the CP system and dodge roll cannot". That's because dodge roll does not need adjustment for the increase in damage caused by the CP system - 100% mitigation is 0 damage taken, no matter if the original damage was 1 or 1,000,000.
I am sure I missed something, but you get the point.
Oreyn_Bearclaw wrote: »Sure decrease the upfront cost, but each time a shield is recasted within 4 seconds of a previous shield cast, increase the cost by 50%. This would put shield spamming on par with dodge roll spamming.
I think you have to look at the definition of "on par" again.
1) Shields mitigate an absolute amount of damage and as such have an upper limit, dodge roll does not
2) Shields require the sacrifice of a bar slot to be able to use them
3) Shields costs cannot be reduced via item traits
4) Shields costs cannot be reduced via the CP system
5) Shields cannot be woven with abilities like light attacks
And before you start "But shields can be increased in the CP system and dodge roll cannot". That's because dodge roll does not need adjustment for the increase in damage caused by the CP system - 100% mitigation is 0 damage taken, no matter if the original damage was 1 or 1,000,000.
I am sure I missed something, but you get the point.
I think I get what you are saying in 5, but what you actually wrote is giving me pause. You can absolutely weave your shields with light attacks (light attacks arent abilities). What you cant do is use your shield to animation cancel ability like you can with dodge roll.
But yes, comparing these two are apples and oranges for sure.
Oreyn_Bearclaw wrote: »I think I get what you are saying in 5, but what you actually wrote is giving me pause. You can absolutely weave your shields with light attacks (light attacks arent abilities). What you cant do is use your shield to animation cancel ability like you can with dodge roll.
But yes, comparing these two are apples and oranges for sure.
Oreyn_Bearclaw wrote: »Sure decrease the upfront cost, but each time a shield is recasted within 4 seconds of a previous shield cast, increase the cost by 50%. This would put shield spamming on par with dodge roll spamming.
I think you have to look at the definition of "on par" again.
1) Shields mitigate an absolute amount of damage and as such have an upper limit, dodge roll does not
2) Shields require the sacrifice of a bar slot to be able to use them
3) Shields costs cannot be reduced via item traits
4) Shields costs cannot be reduced via the CP system
5) Shields cannot be woven with abilities like light attacks
And before you start "But shields can be increased in the CP system and dodge roll cannot". That's because dodge roll does not need adjustment for the increase in damage caused by the CP system - 100% mitigation is 0 damage taken, no matter if the original damage was 1 or 1,000,000.
I am sure I missed something, but you get the point.
I think I get what you are saying in 5, but what you actually wrote is giving me pause. You can absolutely weave your shields with light attacks (light attacks arent abilities). What you cant do is use your shield to animation cancel ability like you can with dodge roll.
But yes, comparing these two are apples and oranges for sure.
He's missing an important comma. "Shields cannot be woven with abilities, like light attacks" - would make clearer that the light attack portion is its own thing and doesn't belong to the mentioned shields part in this sense. Or even easier: "..., UNLIKE light attacks".
Anyway.
He's right.
Maybe shields shouldn't be weavable with attacks like Force Pulse. But they should ignore GCDs from breaking free. For example, when you get bursted and stunned, and you break free, and a potentially lethal execute (ESPECIALLY Executioner!) comes in:
- if you shield to defense, you suffer the GCD from break free, delaying the shield. The shield itself also takes a second to be considered active by the game. Execution will kill you. For Executioner, you can even see your resource bars drain through your shielded hp bar, as if you got snipe stacked. Because the game prioritizes your enemy's execution, NOT your shield. Fight me if you disagree, I've seen this BS wayyy too often.
- if you dodge after break free, and the execution is dodgable, you'll live. Because you can cancel the break free animation into a dodge, but not a shield. The game will also give your dodge priority: if enemy execution and your dodge were started at exactly the same time, you will always dodge it. Again, fight me if you disagree, but I'm sure you're experienced enough to know, maybe even subconsciously, that it's a dodge after break free that really ensures your survival in a critical situation.
What does that mean?
It means that (shield) mag builds are further forced into using a foreign defense mechanic. Stam builds get a free pass, of course. But mages have to sacrifice even more of their limited resource they already need for break free and roots.
This is not fair. It is faulty design. Why is one primary defense given all those priority advantages, and the other not?
So. In a fair, balanced game, shields would ignore break free GCD and get priority over executions there, like dodge. You would able to cancel an animation with them. Not weave, say FP-shield for attack+defense, but cancel FP or something with a channel/cast time to stop the animation, negate the skill's effect, but immediately apply the shield instead. And of course, shield would be active immediately, not after the second the game considers you to be in casting animation. It is a burst defense, after all, just like dodge.
But I don't dare asking for that, even though I have every right. The pure hate I would receive here from all the Whineblades would probably make me jump in front of a train.
Oreyn_Bearclaw wrote: »Sure decrease the upfront cost, but each time a shield is recasted within 4 seconds of a previous shield cast, increase the cost by 50%. This would put shield spamming on par with dodge roll spamming.
I think you have to look at the definition of "on par" again.
1) Shields mitigate an absolute amount of damage and as such have an upper limit, dodge roll does not
2) Shields require the sacrifice of a bar slot to be able to use them
3) Shields costs cannot be reduced via item traits
4) Shields costs cannot be reduced via the CP system
5) Shields cannot be woven with abilities like light attacks
And before you start "But shields can be increased in the CP system and dodge roll cannot". That's because dodge roll does not need adjustment for the increase in damage caused by the CP system - 100% mitigation is 0 damage taken, no matter if the original damage was 1 or 1,000,000.
I am sure I missed something, but you get the point.
I think I get what you are saying in 5, but what you actually wrote is giving me pause. You can absolutely weave your shields with light attacks (light attacks arent abilities). What you cant do is use your shield to animation cancel ability like you can with dodge roll.
But yes, comparing these two are apples and oranges for sure.
He's missing an important comma. "Shields cannot be woven with abilities, like light attacks" - would make clearer that the light attack portion is its own thing and doesn't belong to the mentioned shields part in this sense. Or even easier: "..., UNLIKE light attacks".
Anyway.
He's right.
Maybe shields shouldn't be weavable with attacks like Force Pulse. But they should ignore GCDs from breaking free. For example, when you get bursted and stunned, and you break free, and a potentially lethal execute (ESPECIALLY Executioner!) comes in:
- if you shield to defense, you suffer the GCD from break free, delaying the shield. The shield itself also takes a second to be considered active by the game. Execution will kill you. For Executioner, you can even see your resource bars drain through your shielded hp bar, as if you got snipe stacked. Because the game prioritizes your enemy's execution, NOT your shield. Fight me if you disagree, I've seen this BS wayyy too often.
- if you dodge after break free, and the execution is dodgable, you'll live. Because you can cancel the break free animation into a dodge, but not a shield. The game will also give your dodge priority: if enemy execution and your dodge were started at exactly the same time, you will always dodge it. Again, fight me if you disagree, but I'm sure you're experienced enough to know, maybe even subconsciously, that it's a dodge after break free that really ensures your survival in a critical situation.
What does that mean?
It means that (shield) mag builds are further forced into using a foreign defense mechanic. Stam builds get a free pass, of course. But mages have to sacrifice even more of their limited resource they already need for break free and roots.
This is not fair. It is faulty design. Why is one primary defense given all those priority advantages, and the other not?
So. In a fair, balanced game, shields would ignore break free GCD and get priority over executions there, like dodge. You would able to cancel an animation with them. Not weave, say FP-shield for attack+defense, but cancel FP or something with a channel/cast time to stop the animation, negate the skill's effect, but immediately apply the shield instead. And of course, shield would be active immediately, not after the second the game considers you to be in casting animation. It is a burst defense, after all, just like dodge.
But I don't dare asking for that, even though I have every right. The pure hate I would receive here from all the Whineblades would probably make me jump in front of a train.
It’s funny how you guys assume you’re playing the poor underdog class (most played one lol) who gets an uneven treatment every time without looking at the bigger picture.
1• roll dodge is not a skill. Comparing the two is dumb
2• dodge roll works that way because how different are the survival mechanics. After a burst rolling is the only way to survive as a stamina because most of the time rally is not charged enough and Vigor is a hot. Meanwhile classes that relies on active skills usually have a burst heal or a shield,meaning that they can survive the executioner phase easier.
2• If you’re having so much problem with the GCD try blocking into a shield. Or casting preemptive shields. You know,like every other class preemptive defense....oh wait
Oreyn_Bearclaw wrote: »Sure decrease the upfront cost, but each time a shield is recasted within 4 seconds of a previous shield cast, increase the cost by 50%. This would put shield spamming on par with dodge roll spamming.
I think you have to look at the definition of "on par" again.
1) Shields mitigate an absolute amount of damage and as such have an upper limit, dodge roll does not
2) Shields require the sacrifice of a bar slot to be able to use them
3) Shields costs cannot be reduced via item traits
4) Shields costs cannot be reduced via the CP system
5) Shields cannot be woven with abilities like light attacks
And before you start "But shields can be increased in the CP system and dodge roll cannot". That's because dodge roll does not need adjustment for the increase in damage caused by the CP system - 100% mitigation is 0 damage taken, no matter if the original damage was 1 or 1,000,000.
I am sure I missed something, but you get the point.
I think I get what you are saying in 5, but what you actually wrote is giving me pause. You can absolutely weave your shields with light attacks (light attacks arent abilities). What you cant do is use your shield to animation cancel ability like you can with dodge roll.
But yes, comparing these two are apples and oranges for sure.
He's missing an important comma. "Shields cannot be woven with abilities, like light attacks" - would make clearer that the light attack portion is its own thing and doesn't belong to the mentioned shields part in this sense. Or even easier: "..., UNLIKE light attacks".
Anyway.
He's right.
Maybe shields shouldn't be weavable with attacks like Force Pulse. But they should ignore GCDs from breaking free. For example, when you get bursted and stunned, and you break free, and a potentially lethal execute (ESPECIALLY Executioner!) comes in:
- if you shield to defense, you suffer the GCD from break free, delaying the shield. The shield itself also takes a second to be considered active by the game. Execution will kill you. For Executioner, you can even see your resource bars drain through your shielded hp bar, as if you got snipe stacked. Because the game prioritizes your enemy's execution, NOT your shield. Fight me if you disagree, I've seen this BS wayyy too often.
- if you dodge after break free, and the execution is dodgable, you'll live. Because you can cancel the break free animation into a dodge, but not a shield. The game will also give your dodge priority: if enemy execution and your dodge were started at exactly the same time, you will always dodge it. Again, fight me if you disagree, but I'm sure you're experienced enough to know, maybe even subconsciously, that it's a dodge after break free that really ensures your survival in a critical situation.
What does that mean?
It means that (shield) mag builds are further forced into using a foreign defense mechanic. Stam builds get a free pass, of course. But mages have to sacrifice even more of their limited resource they already need for break free and roots.
This is not fair. It is faulty design. Why is one primary defense given all those priority advantages, and the other not?
So. In a fair, balanced game, shields would ignore break free GCD and get priority over executions there, like dodge. You would able to cancel an animation with them. Not weave, say FP-shield for attack+defense, but cancel FP or something with a channel/cast time to stop the animation, negate the skill's effect, but immediately apply the shield instead. And of course, shield would be active immediately, not after the second the game considers you to be in casting animation. It is a burst defense, after all, just like dodge.
But I don't dare asking for that, even though I have every right. The pure hate I would receive here from all the Whineblades would probably make me jump in front of a train.
It’s funny how you guys assume you’re playing the poor underdog class (most played one lol) who gets an uneven treatment every time without looking at the bigger picture.
1• roll dodge is not a skill. Comparing the two is dumb
2• dodge roll works that way because how different are the survival mechanics. After a burst rolling is the only way to survive as a stamina because most of the time rally is not charged enough and Vigor is a hot. Meanwhile classes that relies on active skills usually have a burst heal or a shield,meaning that they can survive the executioner phase easier.
2• If you’re having so much problem with the GCD try blocking into a shield. Or casting preemptive shields. You know,like every other class preemptive defense....oh wait
Oreyn_Bearclaw wrote: »I think I get what you are saying in 5, but what you actually wrote is giving me pause. You can absolutely weave your shields with light attacks (light attacks arent abilities). What you cant do is use your shield to animation cancel ability like you can with dodge roll.
But yes, comparing these two are apples and oranges for sure.
I see what you mean. Yes point 5) should have been more precise.
I never said you can't weave your shields with light attacks. I said you cannot weave your shields with other abilities. And then it became ambiguous.
"Shields cannot used to animation cancel abilities like you can with dodge roll" would have been a better phrasing.
Should have paid more attention. Thx
The more I think about it, the more I think its the cost of other abilities that need to drop.
Sorc has soo many unspammable abilities in its toolkit - which are expensive *because* in theory, its ok to have the odd expensive non-spammable ability, and they were strong, once upon a time.
In reality, they have been nerfed to high heaven, and the sheer amount of non-spammables, for sorc doesn't just mean using the odd one - it means rotating a whole bunch of different, expensive un-spammables.
All this still makes light-armour mandatory - and because magsorcs have always had their sustain issues made manageable by light-armour - their severity has been quite well-hidden
Imho, we need to see cost-reductions on:
Mines
Frag(hard-cast)
Boundless
Encase
Surge
Rune Prison
Streak (or reduce the cost increase % significantly)
And heavy armour may actually become viable. (Remember all our current light armour builds benefit from 15% cost reduction and 20% mag recov - more for 7-pieces).
Almost all of these have become weaker over time - but their cost has stayed high.. I mean:
Mines - so much immov making the cc not work - and the tank meta just eating them up
Frags lost both damage and stun
Boundless taking a big exped duration nerf in murkmire
Encase - soo much snare/root immunity now makes it weak
Surge heals don't scale - so years of power-creep everywhere else haven't touched it
Prison - lol.. was buffed -and had its cost buffed with it - then nerfed to hell, and left the high cost.
Streak once had a longer range, didn't freeze you, and didn't have cost increase.. But this was before speed-pots and swift were a thing - which trumped it by far.
.