Watching half the pvp population bounce around in 60k shields, and these are casual mid-week players.
acastanza_ESO wrote: »The new sets "The Blind" and "Blind Path Induction" are enabling a truly game breaking amount of damage shielding for coordinated groups. These are groups that are already rotating barriers on cooldown and stacking Gibbering Shelter on top of it to 100% uptime. These new sets have added even more shielding on top of it to the point where even an entire faction actively sieging can't punch through the damage shields. How the combat design team thinks this is acceptable on what is an obviously PVP targeted set is baffling beyond belief.
SkaraMinoc wrote: »Blind Path Induction
(5 items) Increase the strength of your Damage Shields by 13% to you and targets 15 meters of you.
Groups should not be punished for being well organized in everything, from sets, to skills, to timing.
Unorganized mobs up to a certain size won't stand much of a chance in any case, because of that missing coordination, no matter the sets.
Haven't played in ballgroups that much yet, but to my knowledge the bonesurge skill and the mender's ward set, do similar things like these two new sets do, already. So you might nerf Blind Path Induction to work on the wielder only, but they will just change to other sets with major vitality and group heals.
Buffing anything else to counter shield, be it oblivion damage, or sets like shield breaker, will be detrimental for sorc survivability (single or small groups), which should definitely not happen.
RIP PACT EU/PC
Unorganized pact before update was already butchered more or less by the ball groups of AD and DC. The motley crew and wonderful abnormies of the Pact are not mentally able it seems to organize a ball group. After U41 we’ll be pigs for slaughter. oink oink
Groups should not be punished for being well organized in everything, from sets, to skills, to timing.
Unorganized mobs up to a certain size won't stand much of a chance in any case, because of that missing coordination, no matter the sets.
Haven't played in ballgroups that much yet, but to my knowledge the bonesurge skill and the mender's ward set, do similar things like these two new sets do, already. So you might nerf Blind Path Induction to work on the wielder only, but they will just change to other sets with major vitality and group heals.
Buffing anything else to counter shield, be it oblivion damage, or sets like shield breaker, will be detrimental for sorc survivability (single or small groups), which should definitely not happen.
At the same time, effects which benefit multiple people in pvp should be limited in the number it can affect - from everyone down to 3 allies. Heals, shields, buffs etc should only affect 3 people (10 second timer if it affects individually on a personal cooldown).
Groups should not be punished for being well organized in everything, from sets, to skills, to timing.
Unorganized mobs up to a certain size won't stand much of a chance in any case, because of that missing coordination, no matter the sets.
Haven't played in ballgroups that much yet, but to my knowledge the bonesurge skill and the mender's ward set, do similar things like these two new sets do, already. So you might nerf Blind Path Induction to work on the wielder only, but they will just change to other sets with major vitality and group heals.
Buffing anything else to counter shield, be it oblivion damage, or sets like shield breaker, will be detrimental for sorc survivability (single or small groups), which should definitely not happen.
At the same time, effects which benefit multiple people in pvp should be limited in the number it can affect - from everyone down to 3 allies. Heals, shields, buffs etc should only affect 3 people (10 second timer if it affects individually on a personal cooldown).
They also should not stack.
Groups should not be punished for being well organized in everything, from sets, to skills, to timing.
StihlReign wrote: »Nerf the Armors, fix HOTs.
Keep it simple.
Adding/buffing more armor to fix a stats issue creates more bad armor.
StihlReign wrote: »This won't be fixed. SITS and lots of other armor sets have been nerfed to encourage supergroups.
Cyrodiil is designed for group and large-scale play. 12-man groups are too small. Grouping isn't supposed to mean - unkillable, and it shouldn't require half an alliance to kill 10-12.
Until the combat team forms a group and tries to kill a comped group - don't expect Cyrodiil to provide combat that isn't incredibly slanted toward unkillable builds and groups.
Look at PvE - the armor choices have stats that give large boosts to healing, damage done and damage mitigated against monsters - it's a dungeon!
EXAMPLE
5 items: Increases your healing received by 10% for you and up to 11 group members within 10 meters of you. This bonus persists through death.
5 items: You and group members within 28 meters of you gain Major Fortitude, Major Intellect, and Major Endurance, increasing your Health Recovery, Magicka Recovery, and Stamina Recovery by 30%.
5 items: When you take damage while you are under 50% Health, summon Ursus's spirit for 6 seconds at a random group member. You or a group member can activate a synergy on Ursus to grant a shield that protects up to 6 group members within a 28 meter radius from 13967 damage for 6 seconds. This effect can occur once every 10 seconds.
This isn't really an armor issue (except we keep getting terrible armors) - its a group dynamic and baseline stats issue. Healing/heal stacking/HOTs was (and is broken) and so now are shields. One could argue most group armors do not encourage good group play - the armors simply mask the ability to play well as a group.
Most likely solution - lower pop caps...
Groups should not be punished for being well organized in everything, from sets, to skills, to timing.
Unorganized mobs up to a certain size won't stand much of a chance in any case, because of that missing coordination, no matter the sets.
Haven't played in ballgroups that much yet, but to my knowledge the bonesurge skill and the mender's ward set, do similar things like these two new sets do, already. So you might nerf Blind Path Induction to work on the wielder only, but they will just change to other sets with major vitality and group heals.
Buffing anything else to counter shield, be it oblivion damage, or sets like shield breaker, will be detrimental for sorc survivability (single or small groups), which should definitely not happen.
There should be a "Barrier Detonation" ability that causes a spell feedback, making the Target take as much damage as the shield blocks. Using a dmg shield in PvP should be a risk, of the chance it'll blow up in your face.