StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »The arguments probably seem more complex or even meaningless to you because you think someone should be binary when the situation is not exactly that.
It's funny to watch people try to boil a complex issue down to something they can more so easily digest even if the issue is requires complex thinking.
This ain't rocket science lol. Ward is either overperforming, underperforming, or balanced. You come to a conclusion by doing these tests:
- Test 1: Use Ward in a 1v1 environment
- Test 2: Use Ward in a small scale environment
- Test 3: Use Ward in a large scale environment
Skill difference is removed from all 3 tests because it is the biggest obstruction to an accurate analysis. If you want to test whether X car is faster than Y car around corners, you don't want a slow driver on X car and a fast driver on Y car. You want both drivers to be as skilled as possible. You also don't want random factors that could skew the analysis, like a slippery road or an unseen object in the middle of the road, so you organize the test in a controlled environment, which is a race track.
Apply the same logic to ESO. Test 1 can be done with dueling. Test 2 can be done with GvGs with group size less than 5 players. Test 3 can be done in Cyrodiil or IC with capped group sizes. I've posted multiple samples of Test 1 and Test 2. Test 3 requires setting up large groups, and quite frankly it's not worth the time for me to do so. However, you can take a look at an Arcanist giving shields to group members and see how potent a shield can be in a large group setting. All tests must be controlled though. The moment you throw random variables like a ganker doing 30k dmg from stealth or a zerg of 20 ppl approaching you, then the test is meaningless. No amount of shielding or block-healing is going to save you from those scenarios. But I've seen a few people use this to argue in favor of Ward, and that's an argument of bad faith.
Test 2 and 3 are as random as it gets though! In your car analogy that's like testing how fast each car is and how well they handle on public roads at random times of the day.
There isn't a way to really rest reliably in multiple opponent scenarios because there are just sooooo many variations you'd need to test repeatedly with so many factors.
In your car analogy that's like trying to compare but if all cars could trade out parts that you wouldn't be able to know about and were only using 20 to 30 percent of the parts available to them. You'll get data but it's not going to be very useful for accurately balancing future race conditions.
Which is why I use Test 1 as a basis for my analysis lol. We go straight back to square one on this 🤣
HOORAY we did it!Bushido2513 wrote: »Look, I think this iteration of ward is dumb and a misuse is development time when we clearly needed other better changes for magsorc.
Sorry for the double post but this also illustrates perfectly why the original dev team chose to use fixed non-scaling values for Surge and Dark Deal: they really did NOT want those two heals scaling up with stacked max mag, because weaker healing was the intended balancing factor for such powerful shields. If a Sorc wanted stronger healing they had to give up a big chunk of their build to run a Resto Staff or a healing proc set, which was generally fair.xylena_lazarow wrote: »If they're dead set on having it heal, maybe set a fixed heal value for it like they did with Surge and Dark Exchange.
xylena_lazarow wrote: »HOORAY we did it!Bushido2513 wrote: »Look, I think this iteration of ward is dumb and a misuse is development time when we clearly needed other better changes for magsorc.
Crossed my mind that one thing they could do to help casual Sorc players while fixing Ward's top end: alter the scaling to raise the floor and lower the ceiling like the devs used to say. Let Ward start off a little stronger so casual 30k max mag builds get better, while heavily nerfing how it scales so it's not worth stacking 60k max mag for only a slightly bigger shield. If they're dead set on having it heal, maybe set a fixed heal value for it like they did with Surge and Dark Exchange.
Extreme single-stat minmax builds should be a meme, not BIS, they serve only to widen the build gap between casuals and minmaxers (who usually already have a huge fighting skill advantage and simply don't need such builds to succeed).
StaticWave wrote: »5 minute duel vs a DK. Here is the CMX data:
My DPS:
His DPS:
My HPS:
44k HP, 28.9k spell resist, 28.1k physical resist, crit resist doesn't matter because the DK was in Malacath. Defensive blue CPs were Duelist Rebuff and Focused Mending.
Hardened Ward accounted for 33% of the total HPS. Surge + Vigor + Blood Magic accounted for 50%. I used the shield to eat the DK's DoTs and weave Crystal Weapon with Vigor to proc 3 HoTs.
Using the average values, if none of the HoTs crit, I would get a 5.6k heal. Combined with average value of Ward heal, that's a 9.4k total heal you can achieve while shielded. If all of them crit, then I would get a total of 11.8k heal from the HoTs and 7.4k heal from Ward. That's a whooping 19k heal from combining Ward and 3 HoTs.
This is why I'm able to tank almost 7k DPS in a real fight. Keep in mind, I WON that duel. Guaranteed, that DK would destroy the majority of general builds. Only a few select classes can face tank that kind of damage and win at the end, and Sorc is one of them.
StaticWave wrote: »And I definitely won't die to a NB either.
43k HP, 27k resist, 3.6k crit resist. Fought a full dmg NB that did 10.7k Concealed and 16k Bow proc and shrugged it off like it was nothing. Add block weaving into the defensive rotation, and you can't die to a NB unless you get ganked mid fight.
Bushido2513 wrote: »In contrast open world has no rules or controls on variables so these finding carry a lot less weight there unfortunately.
Gotta love how Bushido has spent the last 3 pages arguing against science itself. Anyway here's the CMX from that wild unstaged Cyro duel I mentioned earlier in which the Sorc was badly outplayed for 4 minutes, only for me to slowly walk away when it became clear that Ward was making this fight a pointless waste of time.HowlKimchi wrote: »How does any controlled scientific experiment matter when reality is wildly uncontrolled and varied?
Bushido2513 wrote: »StaticWave wrote: »And I definitely won't die to a NB either.
43k HP, 27k resist, 3.6k crit resist. Fought a full dmg NB that did 10.7k Concealed and 16k Bow proc and shrugged it off like it was nothing. Add block weaving into the defensive rotation, and you can't die to a NB unless you get ganked mid fight.
There is no debating your findings in duels. This game has little or no balance in the 1v1 which is why tournaments have to have rules.
In contrast open world has no rules or controls on variables so these finding carry a lot less weight there unfortunately.
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »And I definitely won't die to a NB either.
43k HP, 27k resist, 3.6k crit resist. Fought a full dmg NB that did 10.7k Concealed and 16k Bow proc and shrugged it off like it was nothing. Add block weaving into the defensive rotation, and you can't die to a NB unless you get ganked mid fight.
There is no debating your findings in duels. This game has little or no balance in the 1v1 which is why tournaments have to have rules.
In contrast open world has no rules or controls on variables so these finding carry a lot less weight there unfortunately.
I use the build in OW lol. I’ll just kite more for OW but the result is the same.
why cant we have the shield breaker set back to its original perfection, it was perfect for dealing with this situation. it worked and was fair. Give us back the shield breaker set the way it was released and give it a small buff.
Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »And I definitely won't die to a NB either.
43k HP, 27k resist, 3.6k crit resist. Fought a full dmg NB that did 10.7k Concealed and 16k Bow proc and shrugged it off like it was nothing. Add block weaving into the defensive rotation, and you can't die to a NB unless you get ganked mid fight.
There is no debating your findings in duels. This game has little or no balance in the 1v1 which is why tournaments have to have rules.
In contrast open world has no rules or controls on variables so these finding carry a lot less weight there unfortunately.
I use the build in OW lol. I’ll just kite more for OW but the result is the same.
So I can name 17 scenarios where the result will be different for different reasons but I'll just go with the math. You only have so many resources and so much healing. Open world allows for potential to easily exceed your resources and healing where a duel doesn't. So you are correct in saying look what I can do 1v1 but that doesn't say much about the thousand or more variations in open world pvp scenarios.
Though yes if you can manage to kite and keep the fight to a 1v1 you would see great success potentially but I don't think anyone is too worried about a scenario where a player chases you down and can't accept that they just can't kill you. In this game we can't kill everyone and that's something that can happen with any class.
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »And I definitely won't die to a NB either.
43k HP, 27k resist, 3.6k crit resist. Fought a full dmg NB that did 10.7k Concealed and 16k Bow proc and shrugged it off like it was nothing. Add block weaving into the defensive rotation, and you can't die to a NB unless you get ganked mid fight.
There is no debating your findings in duels. This game has little or no balance in the 1v1 which is why tournaments have to have rules.
In contrast open world has no rules or controls on variables so these finding carry a lot less weight there unfortunately.
I use the build in OW lol. I’ll just kite more for OW but the result is the same.
So I can name 17 scenarios where the result will be different for different reasons but I'll just go with the math. You only have so many resources and so much healing. Open world allows for potential to easily exceed your resources and healing where a duel doesn't. So you are correct in saying look what I can do 1v1 but that doesn't say much about the thousand or more variations in open world pvp scenarios.
Though yes if you can manage to kite and keep the fight to a 1v1 you would see great success potentially but I don't think anyone is too worried about a scenario where a player chases you down and can't accept that they just can't kill you. In this game we can't kill everyone and that's something that can happen with any class.
Nah. I could 1vX without the shield last patch. In fact I’ve been doing that for 5 years with no burst heal. U41 isn’t gonna suddenly make me lose my Cyrodiil game sense or make my opponents extremely stronger lol. It’ll make me extremely tankier tho that’s for sure.
By your logic nothing should ever be adjusted because there's always some context in which it's not a factor.Bushido2513 wrote: »My point is that the change is definitely strong but not at all immune to xv1 and by the I mean even in gvg you'll eventually get targeted by an xv1 if the 1v1 isn't cutting it.
Bushido2513 wrote: »
My point is that the change is definitely strong but not at all immune to xv1 and by the I mean even in gvg you'll eventually get targeted by an xv1 if the 1v1 isn't cutting it.
You might often get away but to me that's just part of how the game works. Almost anyone can escape these days if they practice at it even a bit.
For what it's worth this particular example strikes me more as a "64 hp damage dealer" problem than a Ward problem as 41% is in line with Arc Impervious and you're still running other heals and a tank monster set to get your results. Now when you run 60k max mag full damage and can survive open world with literally just Ward doing 86% you see true insanity.StaticWave wrote: »The other 8.6% was from the Warden healer in my team. Ward accounted for 41.7% of my self heal. Vigor + Surge + Blood Magic accounted for 38.4%.
xylena_lazarow wrote: »By your logic nothing should ever be adjusted because there's always some context in which it's not a factor.Bushido2513 wrote: »My point is that the change is definitely strong but not at all immune to xv1 and by the I mean even in gvg you'll eventually get targeted by an xv1 if the 1v1 isn't cutting it.
It's like arguing that 60k Tarnished procs were fine because it wouldn't scale up if everyone spread out enough.
StaticWave wrote: »Bushido2513 wrote: »
My point is that the change is definitely strong but not at all immune to xv1 and by the I mean even in gvg you'll eventually get targeted by an xv1 if the 1v1 isn't cutting it.
You might often get away but to me that's just part of how the game works. Almost anyone can escape these days if they practice at it even a bit.
Okay then Polar Wind shouldn't be nerfed. Master DW/Vate/Maarselok shouldn't be nerfed. NB shouldnt be nerfed. Everything shouldn't be nerfed then cause at some point something's going to counter it, like 20 ppl chasing you down.
Bushido2513 wrote: »xylena_lazarow wrote: »By your logic nothing should ever be adjusted because there's always some context in which it's not a factor.Bushido2513 wrote: »My point is that the change is definitely strong but not at all immune to xv1 and by the I mean even in gvg you'll eventually get targeted by an xv1 if the 1v1 isn't cutting it.
It's like arguing that 60k Tarnished procs were fine because it wouldn't scale up if everyone spread out enough.
Nope it depends on how much of a factor it is and how often and easy it is to counter. Tarnished was an issue because you're usually dead if it had the intended effect so no good counterplay there. Where as players get xv1d all the time and there's usually a few opportunities to do so in any gvg fight.
Bushido2513 wrote: »... players get xv1d all the time and there's usually a few opportunities to do so in any gvg fight.
Bushido2513 wrote: »
[/quote]Bushido2513 wrote: »xylena_lazarow wrote: »By your logic nothing should ever be adjusted because there's always some context in which it's not a factor.Bushido2513 wrote: »My point is that the change is definitely strong but not at all immune to xv1 and by the I mean even in gvg you'll eventually get targeted by an xv1 if the 1v1 isn't cutting it.
It's like arguing that 60k Tarnished procs were fine because it wouldn't scale up if everyone spread out enough.
Nope it depends on how much of a factor it is and how often and easy it is to counter. Tarnished was an issue because you're usually dead if it had the intended effect so no good counterplay there. Where as players get xv1d all the time and there's usually a few opportunities to do so in any gvg fight.
maybe im just missunderstanding your comment, or perhaps i missread, but ...
it sure seems like your saying that sorcerers should not be able to be killed 1 V 1 nor by multiple players during pvp, well, to quote you specificly here atBushido2513 wrote: »... players get xv1d all the time and there's usually a few opportunities to do so in any gvg fight.
and hereBushido2513 wrote: »
A sorc with big shields that you can generally speaking see and chase down if you really want to as a group feels more fair to me in gvg.
Bushido,
i didnt mean to single you out, i just hard for me to understand why so much damage and so much defense is always centered on sorcerers here in eso. and the way you worded it made sound favored.
VinnyGambini wrote: »Lol sorcs are doing 7k hps, and they were supposed to be squishy, kiting class. Show me other class that can do 7k hps.
I mentioned many times that sorc was S tier before buffs. Right now the gap between sorc and other classes is like 3 tiers. I mean it's like:
D-tier - necro, templar
C-tier - arcanist, warden, dk
B tier- nightblade
A-tier - GAP
S tier - GAP
S+++++ tier - sorcerer.
I can't believe it went live.
HowlKimchi wrote: »VinnyGambini wrote: »Lol sorcs are doing 7k hps, and they were supposed to be squishy, kiting class. Show me other class that can do 7k hps.
I mentioned many times that sorc was S tier before buffs. Right now the gap between sorc and other classes is like 3 tiers. I mean it's like:
D-tier - necro, templar
C-tier - arcanist, warden, dk
B tier- nightblade
A-tier - GAP
S tier - GAP
S+++++ tier - sorcerer.
I can't believe it went live.
Yep they were supposed to be squishy *if shields were down* so when their hp dips to execute range, no amount of shield spamming could keep up with execute spam. They either needed to kite, or rely on heal over time to bring their HP back up. Now, one hardened ward click is enough to both get out of execute range, and actually start being on the offensive again. It's offensive, really.