NateAssassin wrote: »It was fine the way it was, it didn't need a nerf. Shields are already weak as hell in PvP, and were fine in PvE, nobody complained about them.
NateAssassin wrote: »It was fine the way it was, it didn't need a nerf. Shields are already weak as hell in PvP, and were fine in PvE, nobody complained about them.
Immovable Brute:Requires at least 1 heavy armor equipped to cast.
Duration: 13,5 seconds 5 seconds
- Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- Effect's duration is increased by 1,5 seconds for each piece of heavy armor equipped.
Unstoppable:Requires at least 1 heavy armor equipped to cast.
Duration: 13,5 seconds 5 seconds
- Intensify your physical presence to gain Major Protection, Major Resolve and Major Ward, reducing your damage taken by 30% and increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also reduces your Weapon Power and Spell power by 20%
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- While slottedactive, the Stamina cost of breaking free from a disabling effect is reduced for each piece of Heavy Armor equipped.
- Effect's duration is increased by 1,5 seconds for each piece of heavy armor equipped.
Requires at least 1 heavy armor equipped to cast.
Duration: 13,5 seconds 5 seconds
- Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- Effect's duration is increased by 2,5 seconds for each piece of heavy armor equipped.
- Knockback and disabling effect immunity is increased by 1,5 seconds for each piece of heavy armor equipped.
Dampen MagicRequires at least 1 light armor equipped to cast.
Duration: 20 seconds 5 seconds
- Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
- Effect's duration is increased by 2 seconds for each piece of light armor equipped.
Harness MagickaRequires at least 1 light armor equipped to cast.
Duration: 20 seconds 5 seconds
- Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
- Amount of damage absorbed is increased by 3% for each piece of light armor equipped.
- Effect's duration is increased by 2 seconds for each piece of light armor equipped.
Requires at least 1 light armor equipped to cast.
Duration: 20 seconds 5 seconds
- Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
- While active, up to three times when spell damage is absorbed, you are restored for X Magicka. This bonus increases by 3% for each piece of Light Armor equipped.
- Effect's duration is increased by 2 seconds for each piece of light armor equipped.
ShuffleRequires at least 1 medium armor equipped to cast.
Duration: 20 seconds 5 seconds
- Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
- Effect's duration is increased by 2 seconds for each piece of medium armor equipped.
EludeRequires at least 1 medium armor equipped to cast.
Duration: 20 seconds 5 seconds
- Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
- While wearing Medium Armor, removes and grant immunity to snaring effects. Increases snare immunity duration by ,5 seconds for each piece of Medium Armor equipped up to 3,5 seconds.
- Effect's duration is increased by 2 seconds for each piece of medium armor equipped.
Requires at least 1 medium armor equipped to cast.
Duration: 20 seconds 5 seconds
- Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
- Duration is increased 5% for each piece of Medium Armor equipped.
- Effect's duration is increased by 3,5 seconds for each piece of medium armor equipped.
HoloYoitsu wrote: »Duration wasn't the problem. Take a look at the complaints over the last 2 years, you will find just about zero people complaining about the buff duration.
The forums are overflowing with people jumping for joy at the duration nerf now simply because they are people who have wanted shields reworked, and you just offered them a substantial nerf. Of course they are going to be flooding threads with how this is great even though not one of them ever thought of this change, let alone asked for it.
Hope all you people who complained about shields enjoy the new age of every single build running at least Harness Magicka or Bone Shield.
Yolokin_Swagonborn wrote: »Omitted 20s option on purpose?
Shields weren't that big of a problem when we had softcaps. Hell templars had the equivalent of 12k shields but they had counters.
Removal of softcaps caused a lot of unnecessary nerfs in this game.
Best would be to keep durations of all shields in PVE, except the Templar shields should be raised to 20s and reduce the duration of all shields by half in PVP
Yolokin_Swagonborn wrote: »Omitted 20s option on purpose?
Shields weren't that big of a problem when we had softcaps. Hell templars had the equivalent of 12k shields but they had counters.
Removal of softcaps caused a lot of unnecessary nerfs in this game.
bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »Omitted 20s option on purpose?
Shields weren't that big of a problem when we had softcaps. Hell templars had the equivalent of 12k shields but they had counters.
Removal of softcaps caused a lot of unnecessary nerfs in this game.
what was meant to make players feel powerful now only serves to weaken them
again, the most complicated attempts to fix problems with far far clearer and simple solutions
bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »Omitted 20s option on purpose?
Shields weren't that big of a problem when we had softcaps. Hell templars had the equivalent of 12k shields but they had counters.
Removal of softcaps caused a lot of unnecessary nerfs in this game.
what was meant to make players feel powerful now only serves to weaken them
again, the most complicated attempts to fix problems with far far clearer and simple solutions
not to mention a fixation to fiddle with 'problems' that really aren't problems, while allowing the real problems that have persisted, for years now, to remain.
^duration was never really the issue on any shield. Annulment should not block physical damage and a major/minor system should have been used to prevent shield stacking.
Doncellius wrote: »Duration should remain the same as it is on live. The strength of Hardened Ward (what we are actually referring to when commenting about shields) should get buffed by a good amount, but be made crittable as a result.
This duration nerf just isn't a good way to go about it. When my Stam DK uses Rally to heal from 20% to 100% Health + powerful HoT from Rally+Vigor, I don't remember the Health disappearing after 6 seconds because the duration is up. I can roll dodge/CC break a bunch, have dodge chance, better resistance. My DPS in the next update, both burst and sustained, will be better with any Stamina class.
Right now, my Magicka Sorc uses Bolt Escape but otherwise must tank damage using shields, as I will die if caught CCed for more than a second without Stamina or Hardened Ward up. Shields --> THE Magicka Sorc form of defense. It is still very strong at tanking, possibly even more so with the Annulment buff in Dark Brotherhood.
All the shield changes will do is:
1) *** off players fighting strong Magicka Sorcs, as they will still tank damage just as well or even better unless caught at the perfect time.
2) *** off Magicka Sorcs, who have a very annoying shield duration issue which will mainly conflict in PvE. You have to recast your shields so often now it'll drive you crazy.
3) We will still have threads on OMG NERF SORC because tanking tons of damage when played smartly is still possible.
Please, just try it out. Make those shields stronger but crittable. It'd actually work!
Actually what may be fair is to have shields have a longer duration, but make it like Streak to where if you recast it before the shield either drains or times out then the Magicka cost increases.