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Why are they buffing bubble builds? That's crazy.

olemanwinter
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The bubble shields themselves are NOT being buffed, but the bubble perma-invincible BUILDS are getting a big buff. Allow me to explain.

These common bubble builds in Cyrodiil are effective and prevalent. You all know what I'm talking about; The player standing there going "come at me bro" 1vX'ing 6 or 7 players (or more) as they dish out their maximum possible DPS and his health bar BARELY MOVES AT ALL.

The primary way these players die is from a burst that is TIMED between their bubbles. That weakness is now gone.

I say again, the primary weakness in bubble builds - having low health between bubbles - is being removed from PvP.

Because damage is being reduced by 50% along side the shield reduction of 50%, there is no increased ability to cut through the bubble. Bubble stacking will still be just as effective. Your experience of hitting someone as hard as possible and staring in amazement as it literally does nothing to their health bar is going to remain the same.

However, attacking a bubble build before they have a chance to apply the shields is going to be 50% less effective. Saving your burst and timing it to coincide with the expiration of a bubble is going to be 50% less effective.

The effectiveness of bubble stacking builds is such that if you don't kill them almost instantly, if they live long enough to apply all their bubbles, they become nearly invincible. And with the dramatic increase in TTK (time to kill), that's going to be much more difficult.

I agree that TTK is too low for many engagements and perhaps even most players. But there are a large minority of players that are going to be made practically invincible by this change.

There is certain type of player in ESO, that's also very prevalent on these boards, that believe they are so inherently gifted that any time they ever die the game must be out of balance. There was a guy I remember a couple of months ago who posted a thread in the alliance war section complaining about TTK being too low and burst damage being too high. He posted a screen shot of the damage he took from this player.....but what was most interesting was his kill-counter that showed he had a 100 to 5 k2d ratio. He killed 20 players for each time he died ....and created a QQ thread on the forums.

That person ran a bubble build. And his sole complaint was exactly what I've stated here......that someone managed to time a burst between his bubbles. After this change that person will have a 100 to 1 k2d ratio and the 1 will be from fall damage!

They need to dramatically rethink this change. I'm all for the damage reduction which will increase the TTK for normal fights, however shield stacking is a big problem that's about to get much worse unless they nerf the bubble shields IN EXCESS of the amount they nerf damage. I would say something like a 50% reduction in damage along side a 65-70% reduction in shield strength would be in order.

TLDR: People are always complaining and arguing for changes that benefit their personal play style, and that's fine, but some people seem to think that they are so talented that ANY death EVER is an indication of the game needing to be changed. Those people, already running around bouncing up and down going "come at me bro" 1vX'ing everything and running with 20 to 1 kill-to-death ratios are about to become completely invincible, because the primary weakness in the bubble build is the low health vulnerability between bubble applications. In other words a perfectly timed burst is the most common way these players die and the reduction in damage will eliminate the ability to burst one of these players quick enough that they cannot reapply the bubbles and switch back to god-mode.

If this change goes forth as described prepare yourself for zone chat filled with talk of nothing but "exploiters" because invincible players are going to become very common. 5, 10, 15 players just hammering away at an invincible bouncing troll and then giving up and yelling in chat "Everyone report XXYYYZZZ, because he's an exploiter" is going to be a common occurrence.
  • k2blader
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    "there are a large minority of players that are going to be made practically invincible by this change"

    What is a "large minority"?

    Right now there's a few specific names most long-time PvPers recognize instantly as being "bubble build" exploiters. Timing? I don't think it's just that. If it were you'd see waaay more of these types.

    Most people don't exploit that way, and I don't believe in nerfing an entire class in order to "keep under control" that handful of people who choose to play exploitively. See sig.

    Also I thought shields were being nerfed 5% more than damage.

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  • olemanwinter
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    k2blader wrote: »
    What is a "large minority"?

    Less than 50% but statistically relevant. I'd guess something like 1 out of 10. Perhaps 1 out of 20 at the least.

    Which is A LOT when you consider the player in question required 10 people to be killed lol.

    k2blader wrote: »
    ....."bubble build" exploiters. ......Most people don't exploit that way...

    It's not an exploit. It's playing the game as intended. It's no more an exploit than stacking damage buffs.

    k2blader wrote: »
    nerfing an entire class in order to "keep under control" that handful of people who choose to play exploitively.

    Also I thought shields were being nerfed 5% more than damage.

    EXCEPT IT'S A BUFF. That entire class is being BUFFED.

    Bubble shields run off magica. Effective bubble builds (or even bubble use) require low health in exchange for the high magica that allows them to run. By doubling the health of players you remove the downside to the bubble.

    I don't want to NERF sorcs and I don't want to nerf their shield. But I don't think Sorc bubbles need a BUFF which is what they are effectively granted when you remove the only downside to spec'ing for them!

    And everything I've read showed 50% reduction in both damage and shields.

    I'd feel much better if it was 55% for shields because at least that would indicate that the developers are aware of this relationship between TTK and bubble shield effectiveness and then over time (in the PTS and after) I would feel confident that 5% difference would get adjusted to wherever it needs to be.
  • Tonnopesce
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    The bubble shields themselves are NOT being buffed, but the bubble perma-invincible BUILDS are getting a big buff. Allow me to explain.


    Because damage is being reduced by 50% along side the shield reduction of 50%, there is no increased ability to cut through the bubble. Bubble stacking will still be just as effective. Your experience of hitting someone as hard as possible and staring in amazement as it literally does nothing to their health bar is going to remain the same.

    However, attacking a bubble build before they have a chance to apply the shields is going to be 50% less effective. Saving your burst and timing it to coincide with the expiration of a bubble is going to be 50% less effective.

    You got the wrong information.

    Damage will be reduced IF you choose to be "battle leveled" after vr 1.

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  • olemanwinter
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    You got the wrong information.

    Damage will be reduced IF you choose to be "battle leveled" after vr 1.

    Can you provide a link please? I'd LOVE to be wrong. lol

    Everything I've read indicates otherwise.
  • Forestd16b14_ESO
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    Again as I been saying for awhile is that shields aren't the problem but the fact they can stack 4 5 or 6 at once. So despite having less than 10K health doesn't mean much when players can get 30K shields and repop them less than a few seconds. Change it to having 1 or 2 shields on at most would make this bubble problem less of a problem.
  • olemanwinter
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    Again as I been saying for awhile is that shields aren't the problem but the fact they can stack 4 5 or 6 at once. So despite having less than 10K health doesn't mean much when players can get 30K shields and repop them less than a few seconds. Change it to having 1 or 2 shields on at most would make this bubble problem less of a problem.

    Right. But they aren't addressing that problem. At all.

    They are instead taking the one tiny drawback to the build (low health) and eliminating it.
  • technohic
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    Again as I been saying for awhile is that shields aren't the problem but the fact they can stack 4 5 or 6 at once. So despite having less than 10K health doesn't mean much when players can get 30K shields and repop them less than a few seconds. Change it to having 1 or 2 shields on at most would make this bubble problem less of a problem.

    Its not just that. Some "bubbles" are just stronger than others and when they keep doing this flat nerf while in Cyrodiil; they are doing nothing to touch that...along with stacking them.
  • technohic
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    The bubble shields themselves are NOT being buffed, but the bubble perma-invincible BUILDS are getting a big buff. Allow me to explain.


    Because damage is being reduced by 50% along side the shield reduction of 50%, there is no increased ability to cut through the bubble. Bubble stacking will still be just as effective. Your experience of hitting someone as hard as possible and staring in amazement as it literally does nothing to their health bar is going to remain the same.

    However, attacking a bubble build before they have a chance to apply the shields is going to be 50% less effective. Saving your burst and timing it to coincide with the expiration of a bubble is going to be 50% less effective.

    You got the wrong information.

    Damage will be reduced IF you choose to be "battle leveled" after vr 1.

    You are confusing 2 different "buffs" that are applied to you in Cyrodiil. You cannot turn off the one that changes your shields, healing and damage.
  • Tonnopesce
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    technohic wrote: »
    The bubble shields themselves are NOT being buffed, but the bubble perma-invincible BUILDS are getting a big buff. Allow me to explain.


    Because damage is being reduced by 50% along side the shield reduction of 50%, there is no increased ability to cut through the bubble. Bubble stacking will still be just as effective. Your experience of hitting someone as hard as possible and staring in amazement as it literally does nothing to their health bar is going to remain the same.

    However, attacking a bubble build before they have a chance to apply the shields is going to be 50% less effective. Saving your burst and timing it to coincide with the expiration of a bubble is going to be 50% less effective.

    You got the wrong information.

    Damage will be reduced IF you choose to be "battle leveled" after vr 1.

    You are confusing 2 different "buffs" that are applied to you in Cyrodiil. You cannot turn off the one that changes your shields, healing and damage.

    UFFFFFF i've readed in a mod post somewhere but i cant find it , however it was like this:

    When you reach vr1 you will have the option to choose if you want to be "battle levelled" to a vr 14 in moderate gear equivalent but your damage output as well as the shields will have a reduction of the 50% and something else...
    More or less...

    I really cant find it

    @ZOS_GinaBruno i' not crazy right?
    Edited by Tonnopesce on July 21, 2015 8:16PM
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  • k2blader
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    k2blader wrote: »
    What is a "large minority"?

    Less than 50% but statistically relevant. I'd guess something like 1 out of 10. Perhaps 1 out of 20 at the least.

    Which is A LOT when you consider the player in question required 10 people to be killed lol.

    k2blader wrote: »
    ....."bubble build" exploiters. ......Most people don't exploit that way...

    It's not an exploit. It's playing the game as intended. It's no more an exploit than stacking damage buffs.

    k2blader wrote: »
    nerfing an entire class in order to "keep under control" that handful of people who choose to play exploitively.

    Also I thought shields were being nerfed 5% more than damage.

    EXCEPT IT'S A BUFF. That entire class is being BUFFED.

    Bubble shields run off magica. Effective bubble builds (or even bubble use) require low health in exchange for the high magica that allows them to run. By doubling the health of players you remove the downside to the bubble.

    I don't want to NERF sorcs and I don't want to nerf their shield. But I don't think Sorc bubbles need a BUFF which is what they are effectively granted when you remove the only downside to spec'ing for them!

    And everything I've read showed 50% reduction in both damage and shields.

    I'd feel much better if it was 55% for shields because at least that would indicate that the developers are aware of this relationship between TTK and bubble shield effectiveness and then over time (in the PTS and after) I would feel confident that 5% difference would get adjusted to wherever it needs to be.

    I think somehow I am misunderstanding you because based on what I've read I think sorcs are being nerfed in 1.7, due to the BE nerf and shield nerf. I saw a couple folks mention that when taking into account current damage and shield reductions in PvP, the shield nerf will be 5% more than the damage nerf. (I didn't know there were already reductions and am not sure if that's in line with what Zeni is actually planning tho.. so freakin hard to get info on how this game "works").

    Also when you described the "bubble builds" I thought you were talking about a handful of known and reported exploiters who essentially take no damage against many opponents.

    Because of their light armor and lack of self heals, sorcs (most of whom do not exploit) need to use a "bubble build" to a certain extent to be able to survive. From what I read about 1.7, no one should still be crying about sorcs..
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  • Dracane
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    1. Shield are getting nerfed by 35%, damage by 30% only. So yes, shields are weaker
    2. I agree that the upcoming changes are extremely stupid. I don't want them..... leave the game as it is right now, we don't want mitigated damage in pvp. We don't want infinite fight. If I burst a target out of stealth, I want it to be dead and if my enemy does a mistake, I want him to be dead.

    This will no longer be possible tough.
    Edited by Dracane on July 21, 2015 8:29PM
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  • technohic
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    Dracane wrote: »
    1. Shield are getting nerfed by 35%, damage by 30% only. So yes, shields are weaker
    2. I agree that the upcoming changes are extremely stupid. I don't want them..... leave the game as it is right now, we don't want mitigated damage in pvp. We don't want infinite fight. If I burst a target out of stealth, I want it to be dead and if my enemy does a mistake, I want him to be dead.

    This will no longer be possible tough.

    Damage swing is wayyy too high right now. They are doing the right thing in addressing that, but I just think they might be doing it the wrong way. Clearly, they are trying to spare PvE from the overall change.
  • Dyride
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    Lol, OP has a good line of reasoning. Nerfing shields has always hit Templars and DKs harder than Sorcs.

    Also the bolt escape nerf will change very little for the good Sorcs. The cost increase in 1.7 vs. Live is only changing if casting >2 BE.

    Sorcerers will still have the ability to time strong burst even without Prox Det.
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    1. k2blader
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      Lol, OP has a good line of reasoning. Nerfing shields has always hit Templars and DKs harder than Sorcs.

      Also the bolt escape nerf will change very little for the good Sorcs. The cost increase in 1.7 vs. Live is only changing if casting >2 BE.

      Sorcerers will still have the ability to time strong burst even without Prox Det.

      How will the shield nerf affect templars and DKs worse than sorcs? Just curious as I don't play those classes.

      Damage will be lower, and folks will likely invest more into health, so I'm not sure how high "burst" will be.

      Probably the best thing happening IMO is the long overdue fix to nirn.
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    2. olemanwinter
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      k2blader wrote: »
      Damage will be lower, and folks will likely invest more into health, so I'm not sure how high "burst" will be.

      I'm not sure why anyone would invest more into health. Your health is going to be effectively doubled automatically.

      The very nature of the change reduces the need for extra health.

      Whether you are talking about a Bubble Build or simply talking about a casual player with slow reaction times. In both cases, the margin for error is increased, the extra time you have to react is being increased.

      It's pretty obvious to me....a change that lowers TTK benefits players who run defensive builds. It's an inherent truth. And those players either already have lots of health or don't need it to run their bubble builds.

      Lets look at a Sorc running 18k health (in Cyrodiil) and stacking shields. This change will effectively give him 36k health automatically. Why then would he spec more into health? If anything, as player already running a highly effective 1vX build and now having TWICE AS MUCH room for error and resiliency...he would take any points he does have in health and reapply them to his magica.

      All hail the 1vX bubble build. It's time has come.
      Edited by olemanwinter on July 21, 2015 9:33PM
    3. trimsic_ESO
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      To the OP: that's exactly the reason why I wrote in these forums that the sorc might become virtually unkillable (lack of burst DPS). All the damage shields should scale off health.
    4. k2blader
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      So it is another nerf sorc thread. Even though they are nerfing sorcs, again.

      You folks don't even understand, or refuse to understand, why a sorc needs to "shield stack."

      If people are going to set up for 1.7 for single-target burst, more power to them; just don't come crying on the forums when it doesn't work out and they have to do more than hit a couple buttons.

      [edit]
      And I never said sorcs will invest more in health-- they may, they may not; but health should become a more worthwhile stat, which is a good thing.
      Edited by k2blader on July 21, 2015 10:24PM
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    5. vichoi
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      Same to all class, if I can't burst down a NB, he'll cloak and come back after heal, if I can't burst down DK, they'll heal to full health anyway.
      All players will be harder to kill after the 50% damage reduction in PVP, and that's a nerf to sorcs and NB as they rely on burst damage.

      Sorc and NB don't have self healing class skill, so they have hardern ward and cloak to stay alive in combat, Templar have powerful self heal so their shield is weaker than sorc's.

      If hardern ward is too strong, ZOS will do some adjustment as what they're doing now. But if you can't out damage sorcs shield, that's same as you can't out damage templar's healing.
    6. danno8
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      k2blader wrote: »
      Lol, OP has a good line of reasoning. Nerfing shields has always hit Templars and DKs harder than Sorcs.

      Also the bolt escape nerf will change very little for the good Sorcs. The cost increase in 1.7 vs. Live is only changing if casting >2 BE.

      Sorcerers will still have the ability to time strong burst even without Prox Det.

      How will the shield nerf affect templars and DKs worse than sorcs? Just curious as I don't play those classes.

      I can't speak to the DK shield but the Templar one works as a % of health for the size of the shield, and then deals damage also based on a % of the total damage taken (up to the maximum shield size)

      Because there are two nerfs coming, one to shields specifically, and then another separate nerf to damage output both of these nerfs are going to affect Blazing Shield. One on the first part of the shield (shield strength) and the other on the damage the shield does after bursting (total damage nerf)

      Blazing Shield already took a hard triple nerf in 1.6 (total health pools are lower thanks to the 1.5 -> 1.1x multiplier for health on all gear/traits etc.., shield strength nerfed by 15% in Cyrodiil, and magicka cost was increased), that this new change may very well be the nail in the coffin for BS.

      I have already taken it off my bar in anticipation.
    7. timidobserver
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      Sorc shields are over performing at the moment, but I don't really have an issue with shields in general as long as burst damage is so high.
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    8. Mos-De-Atmo
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      Damage reduced by 50%. Shields reduced by 50%.

      Hmm, am I missing something? It looks like they are both being reduced at the same rate. Also, straight damage is not the way to approach a player with a constant damage shield. Also block is going to stop Stamina Regen which, while not really related, will help to reduce a player's ability to tank damage endlessly.
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    9. technohic
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      danno8 wrote: »
      k2blader wrote: »
      Lol, OP has a good line of reasoning. Nerfing shields has always hit Templars and DKs harder than Sorcs.

      Also the bolt escape nerf will change very little for the good Sorcs. The cost increase in 1.7 vs. Live is only changing if casting >2 BE.

      Sorcerers will still have the ability to time strong burst even without Prox Det.

      How will the shield nerf affect templars and DKs worse than sorcs? Just curious as I don't play those classes.

      I can't speak to the DK shield but the Templar one works as a % of health for the size of the shield, and then deals damage also based on a % of the total damage taken (up to the maximum shield size)

      Because there are two nerfs coming, one to shields specifically, and then another separate nerf to damage output both of these nerfs are going to affect Blazing Shield. One on the first part of the shield (shield strength) and the other on the damage the shield does after bursting (total damage nerf)

      Blazing Shield already took a hard triple nerf in 1.6 (total health pools are lower thanks to the 1.5 -> 1.1x multiplier for health on all gear/traits etc.., shield strength nerfed by 15% in Cyrodiil, and magicka cost was increased), that this new change may very well be the nail in the coffin for BS.

      I have already taken it off my bar in anticipation.

      I wonder about biting jabs getting its damage and heal nerfed. I mean, the heal is based off the damage, but does it also get reduced by half?
    10. Funkopotamus
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      I have been waiting for this topic since ZOS came out and talked about these changes in the future update..

      I read it and smiled thinking MMhhaaahhhhhnnn Templars and Sorcs are going to rule PvP if they are played by skilled hands.

      That being said Magicka NB's are still going to be the NBT....
      Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!" Sallington
    11. jkemmery
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      This is slightly OT but still relevant I believe. Given the way the abilities in the game are structured, there can never be true parity between the classes. With my only vet, a brand new V14, I can achieve between a 1:1 to 2:1 kill ratio most of the time in PVP. Considering I have only crafted purple gear, with the exception of my chest armor, which is gold, and less than 100 CP, I consider that to be pretty successful. That being said, I appreciate the effort ZOS seems to be making to bringing parity.
    12. RazzPitazz
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      Looks like healing ward is going to become staple now XD
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    13. smacx250
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      I think you've got things backwards. For a simple example, the total damage to kill a "bubble build" today that has say 20K heath and 20K total shields, is roughy 40K damage to get through. After the change, it is effectively 40K health and 20K total shields, for a total of 60K damage to kill. That means that to kill that player it will take about 50% more damage after the change than now. Now compare that to a player that has 30K health today, and effectively 60K health after the change. It will now take 60K damage instead of 30K damage to kill - 100% more damage to kill that player. Clearly players that rely on health instead of shields are going to be buffed by the upcoming change, and not the "bubble builds".
    14. OzJohnD
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      bubble11.jpg
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    15. timidobserver
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      I have been waiting for this topic since ZOS came out and talked about these changes in the future update..

      I read it and smiled thinking MMhhaaahhhhhnnn Templars and Sorcs are going to rule PvP if they are played by skilled hands.

      That being said Magicka NB's are still going to be the NBT....

      I am not sure why you think that Templar are going to rule anything. Our already pitiful damage shield is being nerfed even more, which will make it provide around about a 3-4k shield on average. Our heals are then being nerfed by half as well. That means that the only two things(damage shield and self healing) that Templar really have going for them are being nerfed hard.

      Imperial City, as far as we know, will be all about survival and not dying to other players. Templar can put up one hell of a last stand, but they go down eventually. We have no ability to disengage. NBs have the best survival, burst dps, and escape potential of all of the classes at the moment going off of the class changes from 2 ESO live's ago.
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    16. Corrupted_Soul
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      Time to jump back on my Sorc.
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    17. SC0TY999
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      Lol, OP has a good line of reasoning. Nerfing shields has always hit Templars and DKs harder than Sorcs.

      Also the bolt escape nerf will change very little for the good Sorcs. The cost increase in 1.7 vs. Live is only changing if casting >2 BE.

      Sorcerers will still have the ability to time strong burst even without Prox Det.

      That's because DK and Templar's shield scale from max health.

      Sorc shields scale from max Magika hence the reason all sorcs put every attribute point into Magika, stack as much Magika a possible and your shield will be massive.

      On a sorc alt I used to run I had 30k Magika and along with 100 points in Bastion which then increases damage shields by 25% my hardened ward alone was 15k.

      If DK and Templar have to have their shields scaled off of max health then so should Sorcs (seems only fair).

      But this is ZOS logic we're talking about here or rather lack of it, I remember prior to 1.6 being released they mentioned that "all skills etc... will scale off of the highest stat so not to cause confusion" this basically never happened!
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