Silverpudel wrote: »Making shield 50% cap of max health is crap hope the take that away soon sins shield seams pointless now
@Checkmath , Well I can't speak for him, but shields definitely feel weaker this patch. And that is despite them supposedly being more resilient once spec'ed into resistences.
I got 30% both spell and physical resistences.
I got 42% crit resistences.
And my Hardened Ward is about 11.7k strong, which is very close to the 12k it had prior to Murk(s)mire.
Sure there is an additional 8% to 18% damage to my shields from crits, but that should be more than compensated by the 30% overall damage reduction.
Yet shields melt a lot faster. Often the shield does not even absorb entire the damage of the next attack dealt against me. SO with every gloabla cooldown I basically lose several health - oftentimes several k. And I have absolutely no idea how and why.
So I am not entirely sure if the resistences are working correctly. Sure doesn't feel that way.
What I can say for sure though is, that shields are way less responsive than prior to Murk(s)mire. Oftentimes they won't activate in combat and I spent several GCD / seconds trying to get a shield up, which exacerbates the problem described in the previous paragraph. And it's not just the usual lag as other abilities don't suffer nearly as many and long-lasting "errors" as the shields do. It almost feels like ZOS decided to give shields a chance to fail to activate in combat to compensate for not being able to put a cast time on it. I cannot explain why it is the way it is. I can only observe and describe how it is.
Another problem shields have is that the Bastion CP is now utterly useless as even with moderate amounts of max magicka and comperatively high amounts of max Health you will reach even the 50% cap on Hardened Ward. At the same time Shattering Blows remains as effective as ever - if not more so. This means Shattering Blows has effectively no counter in the CP system. A possible to solution to at least this problem would be to make Bastion the inverse of Shattering Blows - i.e. have it reduce the damage shields are taking. This problem well-known and ZOS was alerted to it on PTS ... and chose to ignore it.
These shield changes were done as dilettante as they could be. 2 weeks to figure out 1-sec cast time is a bad idea ... 2 weeks wasted on an idea so bad somebody with an IQ of 75 (too stupid for the US Army) could see that in an instant!
But especially the bug/crappy design where the shields don't activate infight and laggy situations is extremely frustrating and deadly - at the same time dodge, block, sprint, bash all work fine. The problem is not limited to shields but extends to cloak and heals as well - i.e. all magicka defenses. Hail the stamina overlords! Please @Checkmath next time you guys meet with the Devs ask them to treat magicka and stamina defenses equally. Have them make both either be prioritized (like e.g. dodge roll is currently) or not (like all magicka defenses), but not that *** favoritism we are currently seeing and have been seeing for years now. If they can't do this then make some of them cost magicka so we also got some tools to defend ourselves. This is really getting annoying. Thank you very much!
VaranisArano wrote: »I wouldn't hold your breath. ZOS specifically targeted shields in PVE and PVP this patch, despite widespread player disapproval.