Don't shoot the messenger people. Kevin is doing a fantastic job. It's the dev team that continues to baffle us. There's one noticeable quote that Kevin relayed, and that's a class can not be good at everything. That's a good thought in principle and should be adhered to. Unfortunately there's 3 classes that can do everything. Nightblade, Dragonknight and Warden. All of them are fantastic in PvE and fantastic in PvP, they can practically do all roles. Tank, heal, and especially DPS in PvE. Looking from a PvP perspective. There's literally nothing these classes do not have. They literally have everything they need. Dk literally had unlimited stamina sustain with ash cloud. These 3 classes have everything at there fingertips when it comes to PvP. So it's clear to me the devs DO NOT play PvP.. All are mobile due to how easy it is to stack speed, all have damage, all have great sustain, all have great healing and mitigation. These 5 core functions in PvP make them have everything more or less. It's all you need for PvP. Sorcerer has terrible sustain, terrible mitigation and terrible healing and terrible damage (Terrible damage is only due the fact we have to run so much resistance and sustain) so 4 out of the 5 main functions in PvP we don't have. And to add insult to injury our only mobility skill, Streak has ramping cost.
Lastly, we want to reiterate the notion of classes having strengths and weaknesses. Sorcerer, like every other class, cannot be good at everything. This is part of building class identity. There are ways for players to bridge the gap through gear, consumables, etc. That does not negate us from addressing problem areas, but it does mean there will be times where elements of a class will struggle compared to others. That is okay and a part of building unique gameplay experiences.
It would be really nice to know what the dev's see as each classes strengths and weaknesses and to know if I'm basically trying to make a round peg fit into a square hole.
We, the community, continue to push for changes to our favourite class, but if that's never going to happen because it doesn't fit the vision of the dev team, then the reality is we should probably just change class and move on.
acastanza_ESO wrote: »Except that we've explained again and again that the buffs to shields are not adequate and do nothing to actually help out magicka sorcerer - the spec of sorcerer that actually needs help, and that the shields as a whole do. not. work. as they are in PVP. They are fundamentally, mechanically, inferior to healing and blocking. The buff isn't "significant" it is extremely negligible. The shields in their current state are deleted by single attacks and the buff will do nothing to take them out of that range.
Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.
Hi all, we took your feedback to the combat team regarding the state of Sorcerer. We have a few comments to share.
We know survivability has been a concern with Sorcerer, given the feedback received and some of the data. We increased Sorcerer survivability this update by giving a sizable buff to shields. We'll continue evaluating and investigating as we go live as well.
We've also seen feedback regarding Pet vs non-Pet builds. Specifically, wanting more options for non-Pet builds. While there will be no changes to this in U37, we want to acknowledge this sentiment and the team is monitoring this. We want to make sure when thinking about this and reviewing feedback, we are keeping class presentation for Pet Sorcerer in mind while also allowing for class diversity for those who want to play non-Pet Sorcerer.
Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.
Lastly, we want to reiterate the notion of classes having strengths and weaknesses. Sorcerer, like every other class, cannot be good at everything. This is part of building class identity. There are ways for players to bridge the gap through gear, consumables, etc. That does not negate us from addressing problem areas, but it does mean there will be times where elements of a class will struggle compared to others. That is okay and a part of building unique gameplay experiences.
master_vanargand wrote: »@ZOS_Kevin
Why are you ignoring "Nightblade"?
"Concealed Weapon" has "your damage done is increased by 10%" and "increasing your Movement Speed by 15%".
"Surprise Attack" has "the Sundered status effect".
Don't you feel "game balance is bad" comparing these two?
Those of us who have been using "Stamina Nightblade" for many years find it painful to slot "never-used skills" and despair of having to use "Silver Shards" as spam.
master_vanargand wrote: »@ZOS_Kevin
Why are you ignoring "Nightblade"?
"Concealed Weapon" has "your damage done is increased by 10%" and "increasing your Movement Speed by 15%".
"Surprise Attack" has "the Sundered status effect".
Don't you feel "game balance is bad" comparing these two?
Those of us who have been using "Stamina Nightblade" for many years find it painful to slot "never-used skills" and despair of having to use "Silver Shards" as spam.
Agreed ^ StamNB DPS are pigeonholed into slotting the skill just for the passive, losing bar space, and being forced to use a non-class skill as spammable, and generally hitting pretty weak for all the trouble of the rotation. I really wish they rework this skill, it limits both mag and stam specs so much now. Besides the damage being meh, we don't have a lot of cleave, there's no reason to bring it to a trial, hence the zero presence of NB DDs in the top 100 results for trials in ESO logs. Imagine... a class tailored for damage being reduced to this.
StaticWave wrote: »acastanza_ESO wrote: »Except that we've explained again and again that the buffs to shields are not adequate and do nothing to actually help out magicka sorcerer - the spec of sorcerer that actually needs help, and that the shields as a whole do. not. work. as they are in PVP. They are fundamentally, mechanically, inferior to healing and blocking. The buff isn't "significant" it is extremely negligible. The shields in their current state are deleted by single attacks and the buff will do nothing to take them out of that range.
- The stam spec actually needs help too, if you were talking about pure stam (meaning not slotting any magicka offensive skills).
- You are not doing a fair comparison by saying shield < healing + blocking. The correct comparison would be shield + blocking vs healing + blocking, to which each has its own benefits and drawbacks.
- Even shield vs healing has their own benefits and drawbacks.
- Healing will also get deleted by single attacks unless you block them. Your shield will get deleted by single attacks unless you block them.
I think you're neglecting too many things to try and make it sound like shields are much worse. I don't think it's an honest argument to make.
Templar Backlash is bugged and being hit twice by Battle Spirit.
IF YOU DO NOTHING ELSE PLEASE AT LEAST FIX THIS
StaticWave wrote: »acastanza_ESO wrote: »Except that we've explained again and again that the buffs to shields are not adequate and do nothing to actually help out magicka sorcerer - the spec of sorcerer that actually needs help, and that the shields as a whole do. not. work. as they are in PVP. They are fundamentally, mechanically, inferior to healing and blocking. The buff isn't "significant" it is extremely negligible. The shields in their current state are deleted by single attacks and the buff will do nothing to take them out of that range.
- The stam spec actually needs help too, if you were talking about pure stam (meaning not slotting any magicka offensive skills).
- You are not doing a fair comparison by saying shield < healing + blocking. The correct comparison would be shield + blocking vs healing + blocking, to which each has its own benefits and drawbacks.
- Even shield vs healing has their own benefits and drawbacks.
- Healing will also get deleted by single attacks unless you block them. Your shield will get deleted by single attacks unless you block them.
I think you're neglecting too many things to try and make it sound like shields are much worse. I don't think it's an honest argument to make.
Block mitigation doesn't apply to shields. So Block + Shield is meaningless. Your shield will take the same damage either way.
The combat team is always looking at data from various points of play (PvE, PvP, low-end to high-end damage parse, group content and solo play, etc.) and collective feedback across the board to make informed balanced adjustments. Many of the previous adjustments to Templar were directly made off of those points.
.
Interesting.
vDSR last boss HM damage rankings
"The necromancer was not conceived as a killer of large groups of players". At the same time dk. "DK needs Major Berserk".
https://www.youtube.com/watch?v=o3AZ_OWnhi0
StaticWave wrote: »StaticWave wrote: »acastanza_ESO wrote: »Except that we've explained again and again that the buffs to shields are not adequate and do nothing to actually help out magicka sorcerer - the spec of sorcerer that actually needs help, and that the shields as a whole do. not. work. as they are in PVP. They are fundamentally, mechanically, inferior to healing and blocking. The buff isn't "significant" it is extremely negligible. The shields in their current state are deleted by single attacks and the buff will do nothing to take them out of that range.
- The stam spec actually needs help too, if you were talking about pure stam (meaning not slotting any magicka offensive skills).
- You are not doing a fair comparison by saying shield < healing + blocking. The correct comparison would be shield + blocking vs healing + blocking, to which each has its own benefits and drawbacks.
- Even shield vs healing has their own benefits and drawbacks.
- Healing will also get deleted by single attacks unless you block them. Your shield will get deleted by single attacks unless you block them.
I think you're neglecting too many things to try and make it sound like shields are much worse. I don't think it's an honest argument to make.
Block mitigation doesn't apply to shields. So Block + Shield is meaningless. Your shield will take the same damage either way.
Yes, shields will take the same damage with or without blocking, but that does not mean it’s meaningless. You still need to block so that you don’t get stunned.
In fact, I think ZOS purposely made shields take full damage even while blocking because fundamentally shields are stronger than heals.
Let’s use this example:
Say you have 25k HP and 10k shield, while another guy has 25k HP but can burst heal for 10k.
If both of you block a 10k burst while also casting your shield and the other guy casting his 10k heal, then both of you will still be at full HP. If both of you don't block the burst, then you will still be at 25k HP because we know block mitigation doesn't apply to shields. However, the guy will now be at 15k HP and be susceptible to execute damage if he gets stunned.
This is the fundamental difference that makes shields better than heals. It puts a temporary pseudo HP bar over your actual HP bar so that in the case you do take a lot of damage, you are still not at risk of falling in the execute range.
If ZOS allowed shields to receive block mitigation, then it would simply be TOO STRONG. There is no way anybody can get through that shield if blocking can reduce the damage you take by 60-70% lol.
The only reason why shield seems worse is due to heals being able to crit. As soon as you make shields crittable, can scale with spell damage, and have modifiers like Healing Done, shields will be much stronger than heals by a large margin.
StaticWave wrote: »Don't shoot the messenger people. Kevin is doing a fantastic job. It's the dev team that continues to baffle us. There's one noticeable quote that Kevin relayed, and that's a class can not be good at everything. That's a good thought in principle and should be adhered to. Unfortunately there's 3 classes that can do everything. Nightblade, Dragonknight and Warden. All of them are fantastic in PvE and fantastic in PvP, they can practically do all roles. Tank, heal, and especially DPS in PvE. Looking from a PvP perspective. There's literally nothing these classes do not have. They literally have everything they need. Dk literally had unlimited stamina sustain with ash cloud. These 3 classes have everything at there fingertips when it comes to PvP. So it's clear to me the devs DO NOT play PvP.. All are mobile due to how easy it is to stack speed, all have damage, all have great sustain, all have great healing and mitigation. These 5 core functions in PvP make them have everything more or less. It's all you need for PvP. Sorcerer has terrible sustain, terrible mitigation and terrible healing and terrible damage (Terrible damage is only due the fact we have to run so much resistance and sustain) so 4 out of the 5 main functions in PvP we don't have. And to add insult to injury our only mobility skill, Streak has ramping cost.
No one plays DPS Warden or NB in PVE unfortunately lol. DK and Necro are the only 2 classes in PvE rn
Take a look at damage contribution by source. For DKs no more than 18% of total damage comes from proc sets such as Relequen and 45-50% of it is sourced in-class. For Templars, 19-21% of the damage comes from proc sets and only around 42-45% comes from the class skills. Every DK DoT contributes 4.5% to 7.5% damage and additionally applies burning and poison status effects, which also happen to be stronger thanks to one of DK passives. Templar DoTs have a much lower share, at 2.2% to 4% and no secondary damage outside of negligible overcharged effect. Sorcerer is in a similar spot, hovering at around 40% of damage coming from the class. It's even worse if you look at Necromancers - 30% tops. The one Nightblade in top 100 can't even reach 30% mark while his sets do 23% of the damage.phantasmalD wrote: »The combat team is always looking at data from various points of play (PvE, PvP, low-end to high-end damage parse, group content and solo play, etc.) and collective feedback across the board to make informed balanced adjustments. Many of the previous adjustments to Templar were directly made off of those points.
.
Interesting.
vDSR last boss HM damage rankings
Interesting indeed.
Stats are a fascinating beast.Despite the over representation of DKs, they are apparently not the top performing class.
(A big spit in the face of all those 'Templar trash-tier' posts, apparently (based on these trial stats at least,) Templar is a solid A-tier class at worst, and is perfectly capable of outperforming DKs.)
I think referring to class usage stats as evidence that classes are unbalanced is a bit flawed, as class usage is fueled by the perception that there's an S tier/broken class.
People think class is broken -> they use it more -> class is used more -> this make people think that class is broken -> they use it more. It's a self fueling cycle.
Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.
phantasmalD wrote: »The combat team is always looking at data from various points of play (PvE, PvP, low-end to high-end damage parse, group content and solo play, etc.) and collective feedback across the board to make informed balanced adjustments. Many of the previous adjustments to Templar were directly made off of those points.
.
Interesting.
vDSR last boss HM damage rankings
Interesting indeed.
Stats are a fascinating beast.Despite the over representation of DKs, they are apparently not the top performing class.
(A big spit in the face of all those 'Templar trash-tier' posts, apparently (based on these trial stats at least,) Templar is a solid A-tier class at worst, and is perfectly capable of outperforming DKs.)
I think referring to class usage stats as evidence that classes are unbalanced is a bit flawed, as class usage is fueled by the perception that there's an S tier/broken class.
People think class is broken -> they use it more -> class is used more -> this make people think that class is broken -> they use it more. It's a self fueling cycle.
The Solo Iron Atronach parses paint a very interesting picture.
The top 6 parses by Yezzll probably can be ignored, it seems something went wrong when submitting those times as they are highly unrealistic and wildly out of range of the rest of the parses. Taking that into account we can start at #7, which iiiis... a Magplar. Followed by some sorcerers.
You have to go down till #15 (#9, when adjusted) to find a stam DK and #26 (#20) for a mag DK.
The playing field looks a lot more even, based on this.
I'd hazard the guess that if DKs are really overperforming in a trial setting, than that's not because the class on an individual level is massively broken, but because all the buffs that specifically target Flame damage, like Encratis and Engulfing Flames.
phantasmalD wrote: »The combat team is always looking at data from various points of play (PvE, PvP, low-end to high-end damage parse, group content and solo play, etc.) and collective feedback across the board to make informed balanced adjustments. Many of the previous adjustments to Templar were directly made off of those points.
.
Interesting.
vDSR last boss HM damage rankings
Interesting indeed.
Stats are a fascinating beast.Despite the over representation of DKs, they are apparently not the top performing class.
(A big spit in the face of all those 'Templar trash-tier' posts, apparently (based on these trial stats at least,) Templar is a solid A-tier class at worst, and is perfectly capable of outperforming DKs.)
I think referring to class usage stats as evidence that classes are unbalanced is a bit flawed, as class usage is fueled by the perception that there's an S tier/broken class.
People think class is broken -> they use it more -> class is used more -> this make people think that class is broken -> they use it more. It's a self fueling cycle.
The Solo Iron Atronach parses paint a very interesting picture.
The top 6 parses by Yezzll probably can be ignored, it seems something went wrong when submitting those times as they are highly unrealistic and wildly out of range of the rest of the parses. Taking that into account we can start at #7, which iiiis... a Magplar. Followed by some sorcerers.
You have to go down till #15 (#9, when adjusted) to find a stam DK and #26 (#20) for a mag DK.
The playing field looks a lot more even, based on this.
I'd hazard the guess that if DKs are really overperforming in a trial setting, than that's not because the class on an individual level is massively broken, but because all the buffs that specifically target Flame damage, like Encratis and Engulfing Flames.
This is exactly the problem and I think where the dev team have fallen into a trap of balancing PvE via dummy.
The dummy doesn't care about cleave or class buffs and debuffs. Sorcs looks great on the dummy compared to content however the majority of their skills are single target direct damage and have no other benefit.
DK's look average on the dummy but almost all of the skills they are using are AOE or are dots and proc burning.
here is an example of DK dps on Yolnah HM, probably the most single target fight in the game
here is sorc dps for the same fight
for the DK the 2nd highest dps skill is FOO. that hits multiple targets, procs burning and the more enemies the better is scales. if you need to stop and res or heavy attack for resources it continues to do damage.
the sorc on the other hand you have light attack, ele weapon and frag proc. the moment you stop casting skills the damage vanishes. it doesn't scale with more enemies. if you have to heavy attack for resources all of the highest damage skills are just gone.
the dummy doesn't care about this. you have enough sustain to never heavy attack the dummy.
there is no reason to block or stop spamming skills so it doesn't matter that a higher % of damage is from single target direct damage skills.
there is only one target so cleave from skills doesn't mean anything.
look at the sorc skill bar
where is the flex spot? hurricane maybe?
dk skill bar
if the dk really needed a heal or a shield or just to run a fight specific skill they have up to 3 flex spots in the back bar. carve, degen and camo hunter. this allows them to adjust to each fight as needed without losing too much dps.
they can run tri pots or heroism pots as they have easy access to major brutality / sorcery / prophecy / savagery.
they simply have more options.
none of this matters on a dummy parse.
this all looks "fine" if you use that as your primary balance metric.
Here is what a DK looks like in a cleave heavy fight, oaxilsto
How can a sorc every compete with that? talons, foo, standard, eruption. There is no sorc equivalent because they are all single target direct damage!
If classes were balanced around what they specialise in then sorcs would be smoking everyone on the dummy.
it's literally their perfect fight conditions. instead they are within a few % points.
Thecompton73 wrote: »StaticWave wrote: »StaticWave wrote: »acastanza_ESO wrote: »Except that we've explained again and again that the buffs to shields are not adequate and do nothing to actually help out magicka sorcerer - the spec of sorcerer that actually needs help, and that the shields as a whole do. not. work. as they are in PVP. They are fundamentally, mechanically, inferior to healing and blocking. The buff isn't "significant" it is extremely negligible. The shields in their current state are deleted by single attacks and the buff will do nothing to take them out of that range.
- The stam spec actually needs help too, if you were talking about pure stam (meaning not slotting any magicka offensive skills).
- You are not doing a fair comparison by saying shield < healing + blocking. The correct comparison would be shield + blocking vs healing + blocking, to which each has its own benefits and drawbacks.
- Even shield vs healing has their own benefits and drawbacks.
- Healing will also get deleted by single attacks unless you block them. Your shield will get deleted by single attacks unless you block them.
I think you're neglecting too many things to try and make it sound like shields are much worse. I don't think it's an honest argument to make.
Block mitigation doesn't apply to shields. So Block + Shield is meaningless. Your shield will take the same damage either way.
Yes, shields will take the same damage with or without blocking, but that does not mean it’s meaningless. You still need to block so that you don’t get stunned.
In fact, I think ZOS purposely made shields take full damage even while blocking because fundamentally shields are stronger than heals.
Let’s use this example:
Say you have 25k HP and 10k shield, while another guy has 25k HP but can burst heal for 10k.
If both of you block a 10k burst while also casting your shield and the other guy casting his 10k heal, then both of you will still be at full HP. If both of you don't block the burst, then you will still be at 25k HP because we know block mitigation doesn't apply to shields. However, the guy will now be at 15k HP and be susceptible to execute damage if he gets stunned.
This is the fundamental difference that makes shields better than heals. It puts a temporary pseudo HP bar over your actual HP bar so that in the case you do take a lot of damage, you are still not at risk of falling in the execute range.
If ZOS allowed shields to receive block mitigation, then it would simply be TOO STRONG. There is no way anybody can get through that shield if blocking can reduce the damage you take by 60-70% lol.
The only reason why shield seems worse is due to heals being able to crit. As soon as you make shields crittable, can scale with spell damage, and have modifiers like Healing Done, shields will be much stronger than heals by a large margin.
You forgot the scenario where both are already in execute range. The toon with the burst heal blocks and casts the heal which takes their health up above 50% so the execute ability they're hit with next does negligible damage. The toon with the shield blocks and casts a shield, which lasts half a GCD and they die because shields don't stop an execute from scaling up to 250-400% and cutting right through the shield and the block to take what little remaining health they have.
StaticWave wrote: »Don't shoot the messenger people. Kevin is doing a fantastic job. It's the dev team that continues to baffle us. There's one noticeable quote that Kevin relayed, and that's a class can not be good at everything. That's a good thought in principle and should be adhered to. Unfortunately there's 3 classes that can do everything. Nightblade, Dragonknight and Warden. All of them are fantastic in PvE and fantastic in PvP, they can practically do all roles. Tank, heal, and especially DPS in PvE. Looking from a PvP perspective. There's literally nothing these classes do not have. They literally have everything they need. Dk literally had unlimited stamina sustain with ash cloud. These 3 classes have everything at there fingertips when it comes to PvP. So it's clear to me the devs DO NOT play PvP.. All are mobile due to how easy it is to stack speed, all have damage, all have great sustain, all have great healing and mitigation. These 5 core functions in PvP make them have everything more or less. It's all you need for PvP. Sorcerer has terrible sustain, terrible mitigation and terrible healing and terrible damage (Terrible damage is only due the fact we have to run so much resistance and sustain) so 4 out of the 5 main functions in PvP we don't have. And to add insult to injury our only mobility skill, Streak has ramping cost.
No one plays DPS Warden or NB in PVE unfortunately lol. DK and Necro are the only 2 classes in PvE rn
That's kinda overdramatic. Not everyone runs in a scorepushing or trifecta progressing group. In mid game there is plenty of wardens and nbs especially that warden is now one of the best classers for one bar heavy attack setups. Yeah nb and warden are not meta DPS but that doesn't mean noone plays them as DD in PvE.
StaticWave wrote: »Thecompton73 wrote: »StaticWave wrote: »StaticWave wrote: »acastanza_ESO wrote: »Except that we've explained again and again that the buffs to shields are not adequate and do nothing to actually help out magicka sorcerer - the spec of sorcerer that actually needs help, and that the shields as a whole do. not. work. as they are in PVP. They are fundamentally, mechanically, inferior to healing and blocking. The buff isn't "significant" it is extremely negligible. The shields in their current state are deleted by single attacks and the buff will do nothing to take them out of that range.
- The stam spec actually needs help too, if you were talking about pure stam (meaning not slotting any magicka offensive skills).
- You are not doing a fair comparison by saying shield < healing + blocking. The correct comparison would be shield + blocking vs healing + blocking, to which each has its own benefits and drawbacks.
- Even shield vs healing has their own benefits and drawbacks.
- Healing will also get deleted by single attacks unless you block them. Your shield will get deleted by single attacks unless you block them.
I think you're neglecting too many things to try and make it sound like shields are much worse. I don't think it's an honest argument to make.
Block mitigation doesn't apply to shields. So Block + Shield is meaningless. Your shield will take the same damage either way.
Yes, shields will take the same damage with or without blocking, but that does not mean it’s meaningless. You still need to block so that you don’t get stunned.
In fact, I think ZOS purposely made shields take full damage even while blocking because fundamentally shields are stronger than heals.
Let’s use this example:
Say you have 25k HP and 10k shield, while another guy has 25k HP but can burst heal for 10k.
If both of you block a 10k burst while also casting your shield and the other guy casting his 10k heal, then both of you will still be at full HP. If both of you don't block the burst, then you will still be at 25k HP because we know block mitigation doesn't apply to shields. However, the guy will now be at 15k HP and be susceptible to execute damage if he gets stunned.
This is the fundamental difference that makes shields better than heals. It puts a temporary pseudo HP bar over your actual HP bar so that in the case you do take a lot of damage, you are still not at risk of falling in the execute range.
If ZOS allowed shields to receive block mitigation, then it would simply be TOO STRONG. There is no way anybody can get through that shield if blocking can reduce the damage you take by 60-70% lol.
The only reason why shield seems worse is due to heals being able to crit. As soon as you make shields crittable, can scale with spell damage, and have modifiers like Healing Done, shields will be much stronger than heals by a large margin.
You forgot the scenario where both are already in execute range. The toon with the burst heal blocks and casts the heal which takes their health up above 50% so the execute ability they're hit with next does negligible damage. The toon with the shield blocks and casts a shield, which lasts half a GCD and they die because shields don't stop an execute from scaling up to 250-400% and cutting right through the shield and the block to take what little remaining health they have.
Actually thanks for bringing that scenario up because that’s what I was able to say for my next point.
Yes, shields are weaker at bringing someone out of execute range. That is why I said shield and healing have their own benefits and drawbacks.
That is also why you should include 1-2 HoTs in your build. Hybridization is an amazing thing.
Thecompton73 wrote: »StaticWave wrote: »Thecompton73 wrote: »StaticWave wrote: »StaticWave wrote: »acastanza_ESO wrote: »Except that we've explained again and again that the buffs to shields are not adequate and do nothing to actually help out magicka sorcerer - the spec of sorcerer that actually needs help, and that the shields as a whole do. not. work. as they are in PVP. They are fundamentally, mechanically, inferior to healing and blocking. The buff isn't "significant" it is extremely negligible. The shields in their current state are deleted by single attacks and the buff will do nothing to take them out of that range.
- The stam spec actually needs help too, if you were talking about pure stam (meaning not slotting any magicka offensive skills).
- You are not doing a fair comparison by saying shield < healing + blocking. The correct comparison would be shield + blocking vs healing + blocking, to which each has its own benefits and drawbacks.
- Even shield vs healing has their own benefits and drawbacks.
- Healing will also get deleted by single attacks unless you block them. Your shield will get deleted by single attacks unless you block them.
I think you're neglecting too many things to try and make it sound like shields are much worse. I don't think it's an honest argument to make.
Block mitigation doesn't apply to shields. So Block + Shield is meaningless. Your shield will take the same damage either way.
Yes, shields will take the same damage with or without blocking, but that does not mean it’s meaningless. You still need to block so that you don’t get stunned.
In fact, I think ZOS purposely made shields take full damage even while blocking because fundamentally shields are stronger than heals.
Let’s use this example:
Say you have 25k HP and 10k shield, while another guy has 25k HP but can burst heal for 10k.
If both of you block a 10k burst while also casting your shield and the other guy casting his 10k heal, then both of you will still be at full HP. If both of you don't block the burst, then you will still be at 25k HP because we know block mitigation doesn't apply to shields. However, the guy will now be at 15k HP and be susceptible to execute damage if he gets stunned.
This is the fundamental difference that makes shields better than heals. It puts a temporary pseudo HP bar over your actual HP bar so that in the case you do take a lot of damage, you are still not at risk of falling in the execute range.
If ZOS allowed shields to receive block mitigation, then it would simply be TOO STRONG. There is no way anybody can get through that shield if blocking can reduce the damage you take by 60-70% lol.
The only reason why shield seems worse is due to heals being able to crit. As soon as you make shields crittable, can scale with spell damage, and have modifiers like Healing Done, shields will be much stronger than heals by a large margin.
You forgot the scenario where both are already in execute range. The toon with the burst heal blocks and casts the heal which takes their health up above 50% so the execute ability they're hit with next does negligible damage. The toon with the shield blocks and casts a shield, which lasts half a GCD and they die because shields don't stop an execute from scaling up to 250-400% and cutting right through the shield and the block to take what little remaining health they have.
Actually thanks for bringing that scenario up because that’s what I was able to say for my next point.
Yes, shields are weaker at bringing someone out of execute range. That is why I said shield and healing have their own benefits and drawbacks.
That is also why you should include 1-2 HoTs in your build. Hybridization is an amazing thing.
That's a losing battle. Two hots are not going to do enough healing quick enough to get you out of execute before your shield pops and you lose even more health. By that logic using two Hots would mean the person with the burst heal should never drop to execute range in the first place either.
Thecompton73 wrote: »StaticWave wrote: »Thecompton73 wrote: »StaticWave wrote: »StaticWave wrote: »acastanza_ESO wrote: »Except that we've explained again and again that the buffs to shields are not adequate and do nothing to actually help out magicka sorcerer - the spec of sorcerer that actually needs help, and that the shields as a whole do. not. work. as they are in PVP. They are fundamentally, mechanically, inferior to healing and blocking. The buff isn't "significant" it is extremely negligible. The shields in their current state are deleted by single attacks and the buff will do nothing to take them out of that range.
- The stam spec actually needs help too, if you were talking about pure stam (meaning not slotting any magicka offensive skills).
- You are not doing a fair comparison by saying shield < healing + blocking. The correct comparison would be shield + blocking vs healing + blocking, to which each has its own benefits and drawbacks.
- Even shield vs healing has their own benefits and drawbacks.
- Healing will also get deleted by single attacks unless you block them. Your shield will get deleted by single attacks unless you block them.
I think you're neglecting too many things to try and make it sound like shields are much worse. I don't think it's an honest argument to make.
Block mitigation doesn't apply to shields. So Block + Shield is meaningless. Your shield will take the same damage either way.
Yes, shields will take the same damage with or without blocking, but that does not mean it’s meaningless. You still need to block so that you don’t get stunned.
In fact, I think ZOS purposely made shields take full damage even while blocking because fundamentally shields are stronger than heals.
Let’s use this example:
Say you have 25k HP and 10k shield, while another guy has 25k HP but can burst heal for 10k.
If both of you block a 10k burst while also casting your shield and the other guy casting his 10k heal, then both of you will still be at full HP. If both of you don't block the burst, then you will still be at 25k HP because we know block mitigation doesn't apply to shields. However, the guy will now be at 15k HP and be susceptible to execute damage if he gets stunned.
This is the fundamental difference that makes shields better than heals. It puts a temporary pseudo HP bar over your actual HP bar so that in the case you do take a lot of damage, you are still not at risk of falling in the execute range.
If ZOS allowed shields to receive block mitigation, then it would simply be TOO STRONG. There is no way anybody can get through that shield if blocking can reduce the damage you take by 60-70% lol.
The only reason why shield seems worse is due to heals being able to crit. As soon as you make shields crittable, can scale with spell damage, and have modifiers like Healing Done, shields will be much stronger than heals by a large margin.
You forgot the scenario where both are already in execute range. The toon with the burst heal blocks and casts the heal which takes their health up above 50% so the execute ability they're hit with next does negligible damage. The toon with the shield blocks and casts a shield, which lasts half a GCD and they die because shields don't stop an execute from scaling up to 250-400% and cutting right through the shield and the block to take what little remaining health they have.
Actually thanks for bringing that scenario up because that’s what I was able to say for my next point.
Yes, shields are weaker at bringing someone out of execute range. That is why I said shield and healing have their own benefits and drawbacks.
That is also why you should include 1-2 HoTs in your build. Hybridization is an amazing thing.
That's a losing battle. Two hots are not going to do enough healing quick enough to get you out of execute before your shield pops and you lose even more health. By that logic using two Hots would mean the person with the burst heal should never drop to execute range in the first place either.
Wait until next patch then try using two hots and a shield when you're at low health and Snake in the Stars procs on you. Even if you wind up getting more healing than damage it's going to be such a little amount it leaves you in execute for the full four seconds.