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Please don’t nerf fatecarver shield

subarctic
subarctic
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The shield makes it possible for mediocre gamers like myself to solo some normal DLC dungeons. These normal dungeons are boring (too easy) in a group, but they are fun solo. The shield of fatecarver, and the easy playstye of arcanist, makes normal DLC dungeons more accessible, less exclusive. In pvp create gear that can defeat the shield of fatecarver.
Edited by ZOS_Icy on February 4, 2024 6:40PM
  • Sakiri
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    Not going to happen. They are too tanky in other content and the shield thing is either a bug or an oversight.
  • TheDarkRuler
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    You can easily have 12k shield which is enough for every veteran content. If something kills you through a 12k shield, it is a dungeon mechanic and it should be able to do so. But I wished that after being nerfed it should give proper interrupt immunity and also protect against stuns from Npcs.
  • Duke_Falcon
    Duke_Falcon
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    I don't think the Fate Carver Shield is all that OP, its the Impervious Runeward one that's stupid strong.
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    After further review we have decided to move this thread to a category we think is more appropriate for this topic.

    Thank you for your understanding.
    Staff Post
  • OtarTheMad
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    subarctic wrote: »
    The shield makes it possible for mediocre gamers like myself to solo some normal DLC dungeons. These normal dungeons are boring (too easy) in a group, but they are fun solo. The shield of fatecarver, and the easy playstye of arcanist, makes normal DLC dungeons more accessible, less exclusive. In pvp create gear that can defeat the shield of fatecarver.

    Anti shield set already exists. Shield Breaker, drops in IC.

    (5 items) Increases your damage done by 6%. This effect is doubled when attacking targets with a damage shield active.

    That combo’d with the Bastion CP is good against shields. No one really uses it anymore though because it’s not “meta”.



  • RetPing
    RetPing
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    If a specific skill let you do things that otherwise you could not do means that skill is overpowered.
    That skill, along with a big part of Arcanist skillset, is overpowered in compliance with ESO tradition of introducing overpowered things to push people to buy last chapter.
  • ESO_player123
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    Sakiri wrote: »
    Not going to happen. They are too tanky in other content and the shield thing is either a bug or an oversight.

    Did you mean PvP by "other content"? If so, why not nerf it for PvP only?
  • francesinhalover
    francesinhalover
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    It's strong on pvp so your pve will be nerfed.

    sorry.
    Edited by francesinhalover on February 4, 2024 7:59PM
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • Twohothardware
    Twohothardware
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    Why don’t you run vet content with a group if normal dungeons are too easy when grouped?
    Edited by Twohothardware on February 4, 2024 8:07PM
  • ESO_player123
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    It's strong on pvp so your pve will be nerfed.

    sorry.

    Unfortunately, that is what happens in a lot of cases. I understand that it's much harder to balance PvP because real people interactions will always be way more complex than those of a person vs NPC. But there is Battle Spirit, so why not tie the changes to that and leave PvE alone in those cases when only PvP part of the game complains.
    Edited by ESO_player123 on February 4, 2024 8:24PM
  • Twohothardware
    Twohothardware
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    It's strong on pvp so your pve will be nerfed.

    sorry.

    Fatecarver shield is being nerfed because it allows you to too easily tank mechanics in hard PvE content while dealing damage. In PvP Arcanists mostly run proc sets with high health.

  • i11ionward
    i11ionward
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    It's strong on pvp so your pve will be nerfed.

    sorry.

    Beam is not a popular skill in PvP; it is mainly used by PVE players who accidentally got into PVP.
  • CameraBeardThePirate
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    The shield isn't getting nerfed - it's getting fixed. Shields are supposed to have a cap, and Fatecarver did not.

    It's also definitely not being changed due to PvP.

    The shield cap won't even affect PvP - you'd never get the shield high enough in PvP for it to be capped even after this change, as shields in PvP are cut in half, and the cap is applied after the halved value. This change literally does not affect PvP, and is entirely because of how strong the shield is in PvE.
    Edited by CameraBeardThePirate on February 4, 2024 10:41PM
  • J18696
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    its not even being nerfed because of pvp in pvp the shield will instantly break in one burst skill its being nerfed because its being used to essentially ignore mechanics entirely in hardmode trials and dungeons by just soaking up the dmg and beam
    PC NA Server
    @J18696
    Characters
    Pridē - Dragonknight
    Vanıty - Arcanist
  • subarctic
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    “skill its being nerfed because its being used to essentially ignore mechanics entirely in hardmode trials and dungeons by just soaking up the dmg and beam.”

    Make hardmode more difficult then, so that mediocre gamers can solo normal DLCs, and Skinny Cheeks etc can have fun soloing non-hm vet DLCs. HM and +2/+3 should be the real group content after you have ca 1400 cp and meta gear.
  • acastanza_ESO
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    subarctic wrote: »
    Make hardmode more difficult then

    No. Arcanist specifically is unbalanced compared to other classes. Reigning in the thing that is overperforming rather than adjusting literally everything else is always the correct move. I would even go so far as to say that the arcanist adjustments this patch don't go nearly far enough as the crazy AOE ability of the beam hasn't been addressed.
    If everything is balanced around the insane ability of arcanist to just shield and beam through everything then other classes basically can't play and that isn't good for the game.
    Edited by acastanza_ESO on February 5, 2024 12:23AM
  • subarctic
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    Give other classes the same shield as arcanist then. It will improve trial pugs etc.
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