Be on the lookout here in July, when we'll begin our full pre-launch Imperial City coverage.
jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag? The whole cluster that is pvp wont change simply because they put in a new map. Also Id be quite surprised to see it in September. I assumed they would wait until closer to the holiday season. November I would think.
Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Yes and no. Atm ttk is either way too low or way too high. Some stacking nirn will be a pain to kill for more magicka dks and templars. My whips can go up to 10k crit on light armor vampires, but on a nirn stacking players, i get 2.5k CRITS.
Overall, if you nerf nirn, sorcerers and nightblades who already hit like trucks are going to become ridiculous, but dks and templars will be a bit more on par. Overall, if Nirn is nerfed, other nerfs have to go along with it. Overall dmg nerf is important. Currently physical dmg mitigation is crap, a full set of heavy armor still allows 12-14k snipes for example.
TL:DR Nirn nerfing isn't simple, it needs to go along with a major balance change
Well, it literally like saying that heavy armor needs only for passive that grants you 20% block cost. For now this is true coz with nirn spellresist higher numbers doesn't need and those increased numbers of phys resistnace from HA doesn't help much. Overall HA is not that good as ZOS promised.Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Yes and no. Atm ttk is either way too low or way too high. Some stacking nirn will be a pain to kill for more magicka dks and templars. My whips can go up to 10k crit on light armor vampires, but on a nirn stacking players, i get 2.5k CRITS.
Overall, if you nerf nirn, sorcerers and nightblades who already hit like trucks are going to become ridiculous, but dks and templars will be a bit more on par. Overall, if Nirn is nerfed, other nerfs have to go along with it. Overall dmg nerf is important. Currently physical dmg mitigation is crap, a full set of heavy armor still allows 12-14k snipes for example.
TL:DR Nirn nerfing isn't simple, it needs to go along with a major balance change
Well if you run heavy armor you could simply use block.
The dmg you deal against blocking targets is already ridiculous low, should it be even less?
In my opinion you can't simply compare Physical and Spell dmg, especially not on the mitigation part.
Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Yes and no. Atm ttk is either way too low or way too high. Some stacking nirn will be a pain to kill for more magicka dks and templars. My whips can go up to 10k crit on light armor vampires, but on a nirn stacking players, i get 2.5k CRITS.
Overall, if you nerf nirn, sorcerers and nightblades who already hit like trucks are going to become ridiculous, but dks and templars will be a bit more on par. Overall, if Nirn is nerfed, other nerfs have to go along with it. Overall dmg nerf is important. Currently physical dmg mitigation is crap, a full set of heavy armor still allows 12-14k snipes for example.
TL:DR Nirn nerfing isn't simple, it needs to go along with a major balance change
Well if you run heavy armor you could simply use block.
The dmg you deal against blocking targets is already ridiculous low, should it be even less?
In my opinion you can't simply compare Physical and Spell dmg, especially not on the mitigation part.
Well, it literally like saying that heavy armor needs only for passive that grants you 20% block cost. For now this is true coz with nirn spellresist higher numbers doesn't need and those increased numbers of phys resistnace from HA doesn't help much. Overall HA is not that good as ZOS promised.Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Yes and no. Atm ttk is either way too low or way too high. Some stacking nirn will be a pain to kill for more magicka dks and templars. My whips can go up to 10k crit on light armor vampires, but on a nirn stacking players, i get 2.5k CRITS.
Overall, if you nerf nirn, sorcerers and nightblades who already hit like trucks are going to become ridiculous, but dks and templars will be a bit more on par. Overall, if Nirn is nerfed, other nerfs have to go along with it. Overall dmg nerf is important. Currently physical dmg mitigation is crap, a full set of heavy armor still allows 12-14k snipes for example.
TL:DR Nirn nerfing isn't simple, it needs to go along with a major balance change
Well if you run heavy armor you could simply use block.
The dmg you deal against blocking targets is already ridiculous low, should it be even less?
In my opinion you can't simply compare Physical and Spell dmg, especially not on the mitigation part.
P.S. Lets hope at least November for update.
MisterBigglesworth wrote: »Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
I agree with that goal, but the problem with that approach is you're limiting peoples' gearing options when it comes to PvP. It would be better to give everyone a flat damage reduction specifically to player damage, and have Nirnhoned/Reinforced be something like 5% per legendary piece. Adjust Harness Magicka or Nirn accordingly.
So you have extrasensory perception that allows you to know what armor i using? You can wear light armor with nirn and reducing block jewelry and get bigger profit than wearing HA but personally I refusing to wear it coz i tired that my paladin forced to wear dresses and skirts since game released (just like I refusing to be just another vampire templar). Wanna see light armor tanks - check LA vampires DKs who still can hold big groups. Just don't lie that you never faced LA dk tank. And do you believe that passives like Constitution and nerfed (nerfed, not buffed)Jaggernaut are comparable to passives from other armors skill trees?mike.gaziotisb16_ESO wrote: »Well, it literally like saying that heavy armor needs only for passive that grants you 20% block cost. For now this is true coz with nirn spellresist higher numbers doesn't need and those increased numbers of phys resistnace from HA doesn't help much. Overall HA is not that good as ZOS promised.Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Yes and no. Atm ttk is either way too low or way too high. Some stacking nirn will be a pain to kill for more magicka dks and templars. My whips can go up to 10k crit on light armor vampires, but on a nirn stacking players, i get 2.5k CRITS.
Overall, if you nerf nirn, sorcerers and nightblades who already hit like trucks are going to become ridiculous, but dks and templars will be a bit more on par. Overall, if Nirn is nerfed, other nerfs have to go along with it. Overall dmg nerf is important. Currently physical dmg mitigation is crap, a full set of heavy armor still allows 12-14k snipes for example.
TL:DR Nirn nerfing isn't simple, it needs to go along with a major balance change
Well if you run heavy armor you could simply use block.
The dmg you deal against blocking targets is already ridiculous low, should it be even less?
In my opinion you can't simply compare Physical and Spell dmg, especially not on the mitigation part.
P.S. Lets hope at least November for update.
You say that, yet I see literally hundreds of heavy tank unkillable builds all over Cyrodiil. So I wonder what you have in mind when you say HA is not good enough. Are you suggesting you could tank in your light armor? Cause I'd like to see you try it.
I fully agree with Etaniel. TTK is either too low or too high. Fights between tanks or shield stackers etc are nearly endless, yet if you get caught by surprise 1 sec of burst is enough to kill you. There's little in between.
I just don't know how they can balance it since the removal of soft-caps. Yes top damage needs toning down. But so does overall sustain. Ward sustain, block sustain, dodge sustain... they all need looking at. If you just nerf damage people just won't die. Then group fights will take longer and will inevitably cause lag as people try to stack to create enough damage to kill the enemy group.
The only good thing that came with 1.6 was that stam builds became better. I would happily import some of those stamina buffs to 1.5 and call that a more balanced game than 1.6.
So you have extrasensory perception that allows you to know what armor i using?mike.gaziotisb16_ESO wrote: »Well, it literally like saying that heavy armor needs only for passive that grants you 20% block cost. For now this is true coz with nirn spellresist higher numbers doesn't need and those increased numbers of phys resistnace from HA doesn't help much. Overall HA is not that good as ZOS promised.Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Yes and no. Atm ttk is either way too low or way too high. Some stacking nirn will be a pain to kill for more magicka dks and templars. My whips can go up to 10k crit on light armor vampires, but on a nirn stacking players, i get 2.5k CRITS.
Overall, if you nerf nirn, sorcerers and nightblades who already hit like trucks are going to become ridiculous, but dks and templars will be a bit more on par. Overall, if Nirn is nerfed, other nerfs have to go along with it. Overall dmg nerf is important. Currently physical dmg mitigation is crap, a full set of heavy armor still allows 12-14k snipes for example.
TL:DR Nirn nerfing isn't simple, it needs to go along with a major balance change
Well if you run heavy armor you could simply use block.
The dmg you deal against blocking targets is already ridiculous low, should it be even less?
In my opinion you can't simply compare Physical and Spell dmg, especially not on the mitigation part.
P.S. Lets hope at least November for update.
You say that, yet I see literally hundreds of heavy tank unkillable builds all over Cyrodiil. So I wonder what you have in mind when you say HA is not good enough. Are you suggesting you could tank in your light armor? Cause I'd like to see you try it.
I fully agree with Etaniel. TTK is either too low or too high. Fights between tanks or shield stackers etc are nearly endless, yet if you get caught by surprise 1 sec of burst is enough to kill you. There's little in between.
I just don't know how they can balance it since the removal of soft-caps. Yes top damage needs toning down. But so does overall sustain. Ward sustain, block sustain, dodge sustain... they all need looking at. If you just nerf damage people just won't die. Then group fights will take longer and will inevitably cause lag as people try to stack to create enough damage to kill the enemy group.
The only good thing that came with 1.6 was that stam builds became better. I would happily import some of those stamina buffs to 1.5 and call that a more balanced game than 1.6.
You can wear light armor with nirn and reducing block jewelry and get bigger profit than wearing HA but personally I refusing to wear it coz i tired that my paladin forced to wear dresses and skirts since game released (just like I refusing to be just another vampire templar). Wanna see light armor tanks - check LA vampires DKs who still can hold big groups. Just don't lie that you never faced LA dk tank.
And do you believe that passives like Constitution and nerfed (nerfed, not buffed)Jaggernaut are comparable to passives from other armors skill trees?
It's just that and block cost. The rest is gone. Constittution, Jaaggernaut, Immovable, Break free cost reduction all gone/nerfed or removed completely.mike.gaziotisb16_ESO wrote: »The benefits of an armor are more than its passives. Heaving 4 times the spell res and armor of light armor is of huge benefit when there are CS passives and armor traits for % increase of that value.
Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Yes and no. Atm ttk is either way too low or way too high. Some stacking nirn will be a pain to kill for more magicka dks and templars. My whips can go up to 10k crit on light armor vampires, but on a nirn stacking players, i get 2.5k CRITS.
Overall, if you nerf nirn, sorcerers and nightblades who already hit like trucks are going to become ridiculous, but dks and templars will be a bit more on par. Overall, if Nirn is nerfed, other nerfs have to go along with it. Overall dmg nerf is important. Currently physical dmg mitigation is crap, a full set of heavy armor still allows 12-14k snipes for example.
TL:DR Nirn nerfing isn't simple, it needs to go along with a major balance change
Well if you run heavy armor you could simply use block.
The dmg you deal against blocking targets is already ridiculous low, should it be even less?
In my opinion you can't simply compare Physical and Spell dmg, especially not on the mitigation part.
Then imagine the damages of a magicka specc on a nirnohned blocking player... there are atm much more ways to reduce magicka damages than physical (harness, nirn, championt points...) do you think its fair? Why cant we compare physical and magical dmg in your opinion? Because the result would be "omg stamina dmg>> magicka dmg" while your opinion is "buff me nerf others"? :P
This is natute of balance if you ask me.You simply can't compare it. Stamina is able to get more dmg overall, but is a lot more squishy then any Magicka build. Ofc it's not fair, so make it fair - on both sides.
Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Yes and no. Atm ttk is either way too low or way too high. Some stacking nirn will be a pain to kill for more magicka dks and templars. My whips can go up to 10k crit on light armor vampires, but on a nirn stacking players, i get 2.5k CRITS.
Overall, if you nerf nirn, sorcerers and nightblades who already hit like trucks are going to become ridiculous, but dks and templars will be a bit more on par. Overall, if Nirn is nerfed, other nerfs have to go along with it. Overall dmg nerf is important. Currently physical dmg mitigation is crap, a full set of heavy armor still allows 12-14k snipes for example.
TL:DR Nirn nerfing isn't simple, it needs to go along with a major balance change
Well if you run heavy armor you could simply use block.
The dmg you deal against blocking targets is already ridiculous low, should it be even less?
In my opinion you can't simply compare Physical and Spell dmg, especially not on the mitigation part.
Grand warlord of the mailroom, @ZoSBrianWheeler is busy attending to the piles of consolo letters. Please use your pashunts and wait, he will be here to implement some changes sometime soon.
#VaguePromises
#ImperialCityPeopleStillBelieve
Attorneyatlawl wrote: »jamesharv2005ub17_ESO wrote: »I just wonder do you think because of IC all the sudden pvp will be balanced with no lag?.
The state of Cyrodiil is more than just the server performance issues. This also means that important balance issues such as the Nirnhoned nerf and an increased base time-to-kill isn't happening for a long time
Also, in the PVP Update, June 2015 thread, Wheeler said:which means that those changes too might be months away..... the changes you can expect to see coming to Cyrodiil in our next major update.
Nerfing nirnhoned is the opposite way anyone wanting longer average TTK (time to kill) in Cyrodiil should be looking. If anything, we should perhaps lower Nirnhoned to 18-20% per legendary armor item, and then change reinforced to work the same way Nirn does but at a 22-24% rate at legendary (because Harness Magicka is easy to get, while there's no such thing as "Harness Stamina" for a long duration cheap-cast physical shield for all classes).
Yes and no. Atm ttk is either way too low or way too high. Some stacking nirn will be a pain to kill for more magicka dks and templars. My whips can go up to 10k crit on light armor vampires, but on a nirn stacking players, i get 2.5k CRITS.
Overall, if you nerf nirn, sorcerers and nightblades who already hit like trucks are going to become ridiculous, but dks and templars will be a bit more on par. Overall, if Nirn is nerfed, other nerfs have to go along with it. Overall dmg nerf is important. Currently physical dmg mitigation is crap, a full set of heavy armor still allows 12-14k snipes for example.
TL:DR Nirn nerfing isn't simple, it needs to go along with a major balance change
Well if you run heavy armor you could simply use block.
The dmg you deal against blocking targets is already ridiculous low, should it be even less?
In my opinion you can't simply compare Physical and Spell dmg, especially not on the mitigation part.
Then imagine the damages of a magicka specc on a nirnohned blocking player... there are atm much more ways to reduce magicka damages than physical (harness, nirn, championt points...) do you think its fair? Why cant we compare physical and magical dmg in your opinion? Because the result would be "omg stamina dmg>> magicka dmg" while your opinion is "buff me nerf others"? :P
Then use mark on that guy, ignoring most of his spell resistance. Easy as that.
If you want to make spell dmg and weapon dmg equal then I want equal defense. Give me viable dmg shields as Stamina Build. Dodge is strong, but you can't precast it and there are plenty of skills ignoring it. We don't have attacks ignoring shields tho.
You simply can't compare it. Stamina is able to get more dmg overall, but is a lot more squishy than any Magicka build. Ofc it's not fair, so make it fair - on both sides.