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Interesting combat changes concept....
First thing i want to talk about is damage shields..
Damage shields are fleeting in eso and i feel that in most cases except in the cases of some ultimates underperform as a defensive tool.. so here is what i would like to test gameplay wise...
all Damage shields now have the same amount of phys/spell resistance.. 30k (the reason for this is because damage shields get destroyed fairly easily and are basically useless to cast in a lot of situations.)
Damage shields will last A LOT longer but cost more resources.. group shields (excluding ultimates) will have cast times, slow the caster, and be interruptible...
all castable damage shields excluding health costing shields (maybe some others) will scale exclusively and better with healing buffs (healing power healing recieved etc.)
Damage shield sets will mostly stay the same except for the durations and resistance changes but will probably need adjusted and fixed values for balancing reasons.
With these changes.. damage shields become a preemptive support ability rather than a trash attempt at negating damage... Making them cost more resources would make it a burden to cast during combat so it shouldnt be a huge issue except in cases where someone is obviously pooring their entire build into being able to upkeep defense in which case should be possible build to me.. (just target them)
The other thing i wanted to talk about was health recovery...
health recovery in this game is BAD.... so here is what i think would make it more balanced with less potential to need nerfs in the case of people building to have a lot of it...
Health recovery is constant within the character but the values are reduced to almost nothing without modifiers...
Defile effects stop health recovery completely for their duration and will probably need to be adjusted to become the perfect tool for destroying those whose regeneration is high enough to be annoying.. like say a blood mage with superpowered regen or just your average tanky boi with the will to press on...
If i had to gues i would say that the most recovery one could have should be around 2k per second and if that is consistent then it would provide proper defense and open up more variety for health recovery builds without being a terrible buff....
I have another post on my suggestable combat changes so i guess this can just be an add-on to that..