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Why can't we Crit Shields, then balance shields based on being crittable?

Huggalump
Huggalump
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I think shields are okay. It's a boring mechanic, but I don't think they're overpowered. I think they should stay at the same power value.... but ZOS should make it possible to crit shields, then readjust shields so they're still at the same power value they are now.

I don't think I've ever seen another game where it's not possible to crit shields, and I can't think of a single reason for why it makes sense from a developer perspective. I don't want to nerf shields, I just don't want my stam sorc who relies on crits to be completely invalidated by someone putting on a single shield, no matter how large or small.

Is there any reason this isn't a good idea?
  • leepalmer95
    leepalmer95
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    Well some uses a 10k shield, your wb has a 14k tooltip. You do 7k dmg to that shield.

    If it's critable you then do 10.5k dmg to that shield and take it out in 1 hit. Thats without any cp to increase crit dmg or the shadow.

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  • Drakilian
    Drakilian
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    Shields are fine imo, even for sorcs. Sorcs are only really tough to kill when they hide in their minefield or behind their atros (perfectly valid tactic btw), otherwise you just drain their stam and they'll go down pretty fast to even something so simple as WB spam.

    There's only one shield that's really a pain in the ass to deal with and it's actually harness magicka, since magick classes just flat out can't kill each other.

    Besides, pretty sure shields don't benefit from damage mitigation provided by armour, so you're already dealing 8-10% more damage against them than you would normally do, adding crits on top of that is just stupid.
    Edited by Drakilian on February 4, 2016 6:31AM
    Just call me Drak
  • Huggalump
    Huggalump
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    Well some uses a 10k shield, your wb has a 14k tooltip. You do 7k dmg to that shield.

    If it's critable you then do 10.5k dmg to that shield and take it out in 1 hit. Thats without any cp to increase crit dmg or the shadow.

    Why can't we Crit Shields, then balance shields based on being crittable?
  • Ffastyl
    Ffastyl
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    Shields being uncrittable is an active defense against critical strikes.

    Even weak shields like Brawler can stop a critical hit by being there to take part of the damage. Given critical damage is a baseline x1.5 and passives and buffs can increase that further, combined with it being possible to achieve 107% crit rate if focused, and passive resistance to critical hits cannot nullify all of the critical multiplier, having an activated defense to counter crits is a good thing.

    The two primary arguments for critting against damage shields are "we can crit on everything else" and "crits are needed to take down shield stackers." The former is one of personal preference and logic, asking for consistency at the expense of a mechanic; the latter is asking for a far reaching nerf to a specific case, rendering small shields nigh useless.
    As I have stated above, shields should remain uncrittable so there is an active defense against the prolific critical strikes ingame.
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  • Huggalump
    Huggalump
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    Ffastyl wrote: »
    Shields being uncrittable is an active defense against critical strikes.

    Even weak shields like Brawler can stop a critical hit by being there to take part of the damage. Given critical damage is a baseline x1.5 and passives and buffs can increase that further, combined with it being possible to achieve 107% crit rate if focused, and passive resistance to critical hits cannot nullify all of the critical multiplier, having an activated defense to counter crits is a good thing.

    The two primary arguments for critting against damage shields are "we can crit on everything else" and "crits are needed to take down shield stackers." The former is one of personal preference and logic, asking for consistency at the expense of a mechanic; the latter is asking for a far reaching nerf to a specific case, rendering small shields nigh useless.
    As I have stated above, shields should remain uncrittable so there is an active defense against the prolific critical strikes ingame.

    That's actually a decent argument. I still disagree with it and think the game would be better if shields were crittable and then they buffed shields balanced around that.... but your post is still really good and I can finally see the logic in it. Thanks
  • Didgerion
    Didgerion
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    Huggalump wrote: »
    I think shields are okay. It's a boring mechanic, but I don't think they're overpowered. I think they should stay at the same power value.... but ZOS should make it possible to crit shields, then readjust shields so they're still at the same power value they are now.

    I don't think I've ever seen another game where it's not possible to crit shields, and I can't think of a single reason for why it makes sense from a developer perspective. I don't want to nerf shields, I just don't want my stam sorc who relies on crits to be completely invalidated by someone putting on a single shield, no matter how large or small.

    Is there any reason this isn't a good idea?

    The shields are uncritable because they have no physical nor magical mitigation.

    ZOS just didn't take into consideration that there are builds there that rely on Crit hits when designed the shields.
    The right solution is to make shields critable but to give them a lot of crit resist rating. So you would deal crit damage but with no actual crit bonus added to the base hit.

    For example I hit a shield for 1000 base damage and it crits, and the critical hit still does 1000! due to the huge crit resist.....but it would be considered a critical hit and I could proc my perks out of it then.

    Edited by Didgerion on February 4, 2016 9:08AM
  • Huggalump
    Huggalump
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    Didgerion wrote: »
    Huggalump wrote: »
    I think shields are okay. It's a boring mechanic, but I don't think they're overpowered. I think they should stay at the same power value.... but ZOS should make it possible to crit shields, then readjust shields so they're still at the same power value they are now.

    I don't think I've ever seen another game where it's not possible to crit shields, and I can't think of a single reason for why it makes sense from a developer perspective. I don't want to nerf shields, I just don't want my stam sorc who relies on crits to be completely invalidated by someone putting on a single shield, no matter how large or small.

    Is there any reason this isn't a good idea?

    The shields are uncritable because they have no physical nor magical mitigation.

    ZOS just didn't take into consideration that there are builds there that relies on Crit hits when designed the shields.
    The right solution is to make shields critable but to give them a lot of crit resist rating. So you would deal crit damage but with no actual crit bonus added to the base hit.

    For example I hit a shield for 1000 base damage and it crits, and the critical hit still does 1000! due to the huge crit resist.....but it is considered a critical hit and I can proc my perks out of it then.

    I'd be down for that
  • Lucky28
    Lucky28
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    Didgerion wrote: »
    Huggalump wrote: »
    I think shields are okay. It's a boring mechanic, but I don't think they're overpowered. I think they should stay at the same power value.... but ZOS should make it possible to crit shields, then readjust shields so they're still at the same power value they are now.

    I don't think I've ever seen another game where it's not possible to crit shields, and I can't think of a single reason for why it makes sense from a developer perspective. I don't want to nerf shields, I just don't want my stam sorc who relies on crits to be completely invalidated by someone putting on a single shield, no matter how large or small.

    Is there any reason this isn't a good idea?

    The shields are uncritable because they have no physical nor magical mitigation.

    ZOS just didn't take into consideration that there are builds there that rely on Crit hits when designed the shields.
    The right solution is to make shields critable but to give them a lot of crit resist rating. So you would deal crit damage but with no actual crit bonus added to the base hit.

    For example I hit a shield for 1000 base damage and it crits, and the critical hit still does 1000! due to the huge crit resist.....but it would be considered a critical hit and I could proc my perks out of it then.

    that's not the only thing tho. when you use a shield no damage is mitigated period, so say you have a 10K shield and get hit for 20K damage. you're shield will be gone and you will take 10K unmitigated damage to your health. after your shield is gone your passive armor and resistances don't factor in at all.
    Edited by Lucky28 on February 4, 2016 9:37AM
    Invictus
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