Other word for "Reactive gameplay" is often "Spamming buttons".
If you were using them in every trash fight or low incoming damage moment but they allowed you to stand in red then you're just a bad player and the 'nerf' to shields has simply made that more clear to yourself and others.
If you were using them in every trash fight or low incoming damage moment but they allowed you to stand in red then you're just a bad player and the 'nerf' to shields has simply made that more clear to yourself and others.
There is more to it than being good or bad player when talking about mage shielding himself from harm.
A powerful mage can and will protect himself from harm by using various ward spells, this means a mage can stand in place while casting all sorts of spells. Study of arcane arts is often something that takes lots of learning and reading, study and experiment in mages residence, this often leads mages to be fragile, not very fit on physical side, this mean sthey often tend to stand in protectiave wards rather than run around. Casting spells also requires concentration which easily breaks when running around like crazy rabbit.
Therefore the wards or at least some of them should be designed with this in mind. There needs to be another mechanics in place than short duration which though, is easy mechanic to implement.
These wards could be for example, a toggleable skill that requires resource like stamina or magicka to keep up, every damage should also consume resource. This way the ward can be done right both in PVP and PVE. The burst in PVP can dissolve the shield quickly by draining its resource with large damage, this also prevents another shield stacking since there is no resource to cast another ward, in PVE where you attack normal weak enemies, the shield wwill hold for a long time, it has no big consequence in the end result (Enemies dying in PVE), but in side of doing the thing feel right for the mage ttype characters, it has a big impact.
In various fantasy universees, Maintaining a ward has always required great concentration, thus the standing in place and constant cost of resource is much more "realistic" than one time cost with short duration.
Oakmontowls_ESO wrote: »I guess just be glad they aren't like they were in Skyrim where they are more akin blocking with magic
I love how PvE players forget that stuff that gets nerfed might be OP in PvE, too. Your dumb NPCs can't complain after all.MythicEmperor wrote: »Because PvPers love to complain.
If you were using them in every trash fight or low incoming damage moment but they allowed you to stand in red then you're just a bad player and the 'nerf' to shields has simply made that more clear to yourself and others.
There is more to it than being good or bad player when talking about mage shielding himself from harm.
A powerful mage can and will protect himself from harm by using various ward spells, this means a mage can stand in place while casting all sorts of spells. Study of arcane arts is often something that takes lots of learning and reading, study and experiment in mages residence, this often leads mages to be fragile, not very fit on physical side, this mean sthey often tend to stand in protectiave wards rather than run around. Casting spells also requires concentration which easily breaks when running around like crazy rabbit.
Therefore the wards or at least some of them should be designed with this in mind. There needs to be another mechanics in place than short duration which though, is easy mechanic to implement.
These wards could be for example, a toggleable skill that requires resource like stamina or magicka to keep up, every damage should also consume resource. This way the ward can be done right both in PVP and PVE. The burst in PVP can dissolve the shield quickly by draining its resource with large damage, this also prevents another shield stacking since there is no resource to cast another ward, in PVE where you attack normal weak enemies, the shield wwill hold for a long time, it has no big consequence in the end result (Enemies dying in PVE), but in side of doing the thing feel right for the mage ttype characters, it has a big impact.
In various fantasy universees, Maintaining a ward has always required great concentration, thus the standing in place and constant cost of resource is much more "realistic" than one time cost with short duration.
@KaiVox22
When creating and playing an MMORPG, the RP element is always there, not to mention that certain things need to be considered outside efficiency, functionality and what ever comes with competitive play.
The right feel for certain fantasy character themes needs to be taken in account as well... I do believe that both balance and feel can be achieved when creating abilities and considering their stats though it often is not as easy as simply making the balance being the first thing in mind. Usually these things that are not as easy are worth it though
How would you feel about ward that has no set duration, the duration would be in relation to resource it consumes while toggled on.
Like if this Annulment would be toggle instead, while up, it will consume x amount of magicka when active and not taking damage. This would be the base uptime calculated from resource it consumes wwjhile up. This base uptime would be reduced by damage, you take x amount of damage, you lose extra x amount of resource making the ward go down faster. In burst situations, the ward would dissolve quickly but would take the initial burst, leaving the mage with chance to strike back at attacker in PVP but wwith no resource to cast another ward for a while, certainly could not stack wards at all.
In PVE, it will stay up for a duration of resource, small weak mobs will not hurt it that much at all while bigger enemies like bosses would dissolve it more quickly. I think in this way, it would work quite well in both PVE and PVP while still have the right feel on PVE.
Why is it, that these wards have such a short duration?
Its somewhat of annoyance to constantly keep up a spell, that feels more like an baseline armor extension that naturally comes with mage class.
It would be much more enjoyable to play if it had double the duration (Both).
I understand that this might be useful with this duration as protection against burst damage in PVP but in the other hand, this is just the reason why i dislike PVP stuff a lot, it tends to mess PVE side and every time PVE side seems to be the one that needs to adapt. Why cant we just have these things work differently in PVE and PVP.
Id just like this to have longer duration so i could concentrate on other things... No, i dont really need it but its more like a flavour thing on mage type character, no self respecting mage lets angry mobs pound fists and swords to his/her face, mage always have a protection spell that can be hold up for long durations.
Would be interesting to have this thing as "Toggle" though.. A toggle that consumes stamina (Mental stamina in story perspective) to keep up, each 2 seconds its up, it consumes certain amount of stamina, each hit you take costs extra stamina per hit but only x hits per 2 secs. This would be something different and interesting to have.
PS: I liked the originsal sound effect of annylment more.
There is one other problem concerning these shields, while they all absorb damage or negate it, they all just feel like visual effects because the weapon/projectile/spell hits sounds like they still hit me, not the ward. Its also "funny", how it is when an npc throws that damned dagger at me, the damage is absorbed but the dagger clearkly ignores the shield because the snare comes through as well. All these physical snares should be negated by various shields, spell snares are different, they can go through and should as it involves knownledge of arcane and allows other caster to "Counter" he ward at least partially.
If you were using them in every trash fight or low incoming damage moment but they allowed you to stand in red then you're just a bad player and the 'nerf' to shields has simply made that more clear to yourself and others.
There is more to it than being good or bad player when talking about mage shielding himself from harm.
A powerful mage can and will protect himself from harm by using various ward spells, this means a mage can stand in place while casting all sorts of spells. Study of arcane arts is often something that takes lots of learning and reading, study and experiment in mages residence, this often leads mages to be fragile, not very fit on physical side, this mean sthey often tend to stand in protectiave wards rather than run around. Casting spells also requires concentration which easily breaks when running around like crazy rabbit.
Therefore the wards or at least some of them should be designed with this in mind. There needs to be another mechanics in place than short duration which though, is easy mechanic to implement.
These wards could be for example, a toggleable skill that requires resource like stamina or magicka to keep up, every damage should also consume resource. This way the ward can be done right both in PVP and PVE. The burst in PVP can dissolve the shield quickly by draining its resource with large damage, this also prevents another shield stacking since there is no resource to cast another ward, in PVE where you attack normal weak enemies, the shield wwill hold for a long time, it has no big consequence in the end result (Enemies dying in PVE), but in side of doing the thing feel right for the mage ttype characters, it has a big impact.
In various fantasy universees, Maintaining a ward has always required great concentration, thus the standing in place and constant cost of resource is much more "realistic" than one time cost with short duration.
KEK
Didn't realise this was an RP thread, thought it was about skills/balance. You should probably have put it in https://forums.elderscrollsonline.com/en/categories/fiction-roleplaying
RP is definitely not my forte so I'll be off
Why is it, that these wards have such a short duration?
Its somewhat of annoyance to constantly keep up a spell, that feels more like an baseline armor extension that naturally comes with mage class.
It would be much more enjoyable to play if it had double the duration (Both).
I understand that this might be useful with this duration as protection against burst damage in PVP but in the other hand, this is just the reason why i dislike PVP stuff a lot, it tends to mess PVE side and every time PVE side seems to be the one that needs to adapt. Why cant we just have these things work differently in PVE and PVP.
Id just like this to have longer duration so i could concentrate on other things... No, i dont really need it but its more like a flavour thing on mage type character, no self respecting mage lets angry mobs pound fists and swords to his/her face, mage always have a protection spell that can be hold up for long durations.
Would be interesting to have this thing as "Toggle" though.. A toggle that consumes stamina (Mental stamina in story perspective) to keep up, each 2 seconds its up, it consumes certain amount of stamina, each hit you take costs extra stamina per hit but only x hits per 2 secs. This would be something different and interesting to have.
PS: I liked the originsal sound effect of annylment more.