In the Thieves Guild patch, we saw a good deal of balancing, which also covers class specific mechanics like cloaking and also possible counters to it.
In the Dark Brotherhood patch, we are seeing some similar changes with the shielding system.
The changes can be summarised as
all shields having a duration of 6 seconds and Annulment and Bone Shield becoming Magicka and Stamina based shields.
From the PvE point of view, this is an welcomed change(mostly).
But from a PvP perspective, this move is somewhat flawed.
Firstly, majority of PvPers are now going to use shields. That will cause critical hits to become somewhat useless. That also makes the Resistant champion star and the impenetrable armor trait less useful. Now, this will also
encourage ganking indirectly.
But, the main concern is how the new changes affect overall defence of all classes.
1) Magicka Builds - The magicka builds are getting a new shield which can stacked with their class based shields if they have one.
However, to Magicka Sorcerers, this is a huge buff as far as PvP is considered. As some people may find hard to realize, let me elaborate.
Consider a duel between a magicka sorcerer any other damage oriented character. In the current system, it takes a good player around 3-4 seconds to go through a sorcerer's shield. But with the new patch, the sorcerers will be able to stack shields to a much higher value. As such, it would now take a character with high damage around 5-6 seconds to go through the shield. However, most sorcerers will recast their shields by that time, as most shield stackers already do right now. As such, this change is going to
increase the up time of shield-stacking rather than decreasing it.
2) Stamina Builds - Stamina Builds are also greatly buffed by this change and are becoming very hard to hit. Let's also consider this case too by a duel scenario.
A random player is facing a stamina based character in a duel in the Dark Brotherhood patch. The stamina character is buffed with shuffle and shield. The player attacks the stamina character, who dodges the hit. The player again attacks the stamina character and this hit misses due to major evasion. The third attacks hits the target but is absorbed by the shield. The next hit is absorbed as well. The shield ends and the player finally gets to damage the stamina character. The stamina character recasts shield and heals/pops a potion
practically resetting the fight. The stamina character could easily dodge more attacks, if he wished or use class skills like cloak, to bolster their defences even further.
This changes will make fights very long and will potentially
cause stalemates.
That will cause small scale battles much more tedious and thereby
promoting zerging.
The previous issue of shield stacking, will now be combined with the other defence mechanics and this is accessible by all classes in-game. The other classes too will use the new scaled shields and combine them with their class based defences.
Such an easily accessible defense should also have an easily accessible counter. The only counter currently is to use the shield breaker but pigeon holing players to use only a certain set of gear to counter a popular defence mechanic is not good for the game.
However all issues can be solved without affecting anything else.It just need critical hits to work against shields as well. Then the shields will go down faster by around 30%.
That will solve all of these issues and won't affect PvE in anyway.
Plus unless shields are crittable, there is no point in using the new "decrease spell/weapon critical" poison as you can just pop a shield and avoid it altogether.Maybe to adjust to being crittable, the shields' strength should be improved slightly. That would help all builds out there.
As it is shields are abused a lot and should be used as a few moment's reprieve rather than to hide behind them and also maintain offensive efficiency. This change is quite necessary to check that.
@ZOS_GinaBruno ,
@Wrobel ,
@ZOS_RichLambert