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Ward/Shield durations PVE

  • hmsdragonfly
    hmsdragonfly
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    Vahrokh wrote: »
    Stacking shields is where ESO has gone wrong. Other games don't allow that and nobody complains if a shield lasts 6s or 10 or 15.

    I don't have any difficulty killing stuff with as 6s shield, it's just forcing a spamfest.

    Actually, since we have to spam it forever, the developers had to make a bad practice (resource inefficient spamming a spell) into game mechanics so that it's doable enough to clear any content.

    Furthermore, when it lasted 20, most of the time I'd just forget it so I REALLY had recall to activate it when damage was incoming.

    Now? It's just spammed as a regular rotation spell, it's obviously going to be up when damage will come, making the game too easy, nothing to recall, it's just "bottable".

    You don't get it. Of course you are not going to have difficult killing mudcrabs in the open world, the point is that your DPS is significantly lower in top level PvE and PvP.

    Heh, with all the addons you are not going to forget anything. Even if you refuse to use addons, if a person cannot remember a 20-second rotation, he surely is going to forget to cast shield in a 6-second rotation.
    Aldmeri Dominion Loyalist. For the Queen!
  • idk
    idk
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    Vahrokh wrote: »
    Stacking shields is where ESO has gone wrong. Other games don't allow that and nobody complains if a shield lasts 6s or 10 or 15.

    I don't have any difficulty killing stuff with as 6s shield, it's just forcing a spamfest.

    Actually, since we have to spam it forever, the developers had to make a bad practice (resource inefficient spamming a spell) into game mechanics so that it's doable enough to clear any content.

    Furthermore, when it lasted 20, most of the time I'd just forget it so I REALLY had recall to activate it when damage was incoming.

    Now? It's just spammed as a regular rotation spell, it's obviously going to be up when damage will come, making the game too easy, nothing to recall, it's just "bottable".

    You don't get it. Of course you are not going to have difficult killing mudcrabs in the open world, the point is that your DPS is significantly lower in top level PvE and PvP.

    Heh, with all the addons you are not going to forget anything. Even if you refuse to use addons, if a person cannot remember a 20-second rotation, he surely is going to forget to cast shield in a 6-second rotation.

    However the shorter duration requires shield users to use the shield when needed vs just keeping it up makes it so one has to think defensively when needed be just having it as part of their rotation.

    It works well as it is in theist challenging content of vMoL and vMA.
  • STEVIL
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    For me i don't get at all how having a shield coordinated into a rotation is a spamfest or is a bad thing over having a shield that lasts so long its forgotten by a presumably competent player.

    its like buzzwords in search of a complaint.

    As for this absolutism:
    "In fact, they should make impossible to stack 2-3 shields at all. The game breaking imbalance comes from THERE, not from 1 shield lasting 6s or 7s."

    That is certainly one school of thought and as i stated earlier it is certainly appealing for some for there to be more black and white "absolute cannot do" type restrictions in game designs. It is certainly an option every game designer faces many many times:

    "Do we simply make it binary "can do this, cant do that" and keep it more about how you slot the limited numbers of "can do's" OR do we make it non-binary trade-offs where its more "you can do that but if you do you then get less of this other thing" where you have a lot more options that you can choose from and try and make work."

    As they said when the cut to 6s shields as the norm, they wanted to go with the serious trade-offs option.

    I am glad they went with that approach.

    others may not be.

    but consider - for stamina users there are some pretty strong options for "if i want to go amazing defense at the expense of offense for a while" approaches. the right gear and the right allocations and dodge/roll repeaters still gives you a fairly strong counter to lots of damage and of course the right gear and the right skills and the right allocations also give you blocks-on-going type capabilities. IIRC in PVP the most recent spate of "unkillable builds that still cause damage" were not from shield stackers but from heavy armor types some of which were using tons of blocks and block casting with proc sets etc.

    The key is, like three shield stackers or even 2 shield stackers in the 6s shield world, they sacrifice a lot of damage output.

    Seems like maybe they chose more dynamic restrictions in many different areas and just kept the same basic design idea - going extreme costs you a lot elsewhere - going when they changed shields to 6s base.

    I like that they did it that way. I prefer games with more of those kinds of trade-offs better than the games which tend toward more absolute black and white.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Vahrokh
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    Vahrokh wrote: »
    Stacking shields is where ESO has gone wrong. Other games don't allow that and nobody complains if a shield lasts 6s or 10 or 15.

    I don't have any difficulty killing stuff with as 6s shield, it's just forcing a spamfest.

    Actually, since we have to spam it forever, the developers had to make a bad practice (resource inefficient spamming a spell) into game mechanics so that it's doable enough to clear any content.

    Furthermore, when it lasted 20, most of the time I'd just forget it so I REALLY had recall to activate it when damage was incoming.

    Now? It's just spammed as a regular rotation spell, it's obviously going to be up when damage will come, making the game too easy, nothing to recall, it's just "bottable".

    You don't get it. Of course you are not going to have difficult killing mudcrabs in the open world, the point is that your DPS is significantly lower in top level PvE and PvP.

    Heh, with all the addons you are not going to forget anything. Even if you refuse to use addons, if a person cannot remember a 20-second rotation, he surely is going to forget to cast shield in a 6-second rotation.

    I have benn doing SO and HM AA & HR before I quit in 2015, maybe I have seen something more than a mudcrab.

    But hey, maybe this does not fly right with your "narration"?
    Edited by Vahrokh on March 9, 2017 3:06PM
  • Tapio75
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    In the other hand, it might be that so many people are against longer duration because they have found the same great thing that i have found.

    Perma shield


    By having it on your rotation, you are basically in god mode at least while you are soloiung stuff, still doing decent damage at the same time. There is no mana issue, with all points to magicka, the shield is strong and with good recovery sets and sets that add magicka and spell damage, you are pretty strong.

    Some might like reactive gameplay, i do as well but i cant believe that anyone can really play reactive style in ESO efficiently.
    >>PC-EU Mostly PVE. Played since BETA<<
  • idk
    idk
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    Tapio75 wrote: »
    In the other hand, it might be that so many people are against longer duration because they have found the same great thing that i have found.

    Perma shield


    By having it on your rotation, you are basically in god mode at least while you are soloiung stuff, still doing decent damage at the same time. There is no mana issue, with all points to magicka, the shield is strong and with good recovery sets and sets that add magicka and spell damage, you are pretty strong.

    Some might like reactive gameplay, i do as well but i cant believe that anyone can really play reactive style in ESO efficiently.

    Even in group trials it isn't an issue. Once a player figures out when the damage is coming they know when to shield. Even during phases it's best to keep the shield up the duration is irrelevant.

  • LadyLavina
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    Humbly requesting that this thread go away.

    been discussed to death.

    nothing is going to change because the changes and compromises have already been made.
    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
  • Tapio75
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    @Giles.floydub17_ESO

    Naturally players can figure out when the damage comes and "react" to it, then the game decides if network latency lets player live or not :pensive:
    In such unpredictable game of latencies as ESO, one would be wise to just have the shield in the rotation.

    Nobody seems to realius that short duration does not enforce or encourage reactive gameplay at all.

    Short duration is irrelevant in terms of reqactive gameplay, the mana cost is negletable to make you think and in almost every case, the dps loss having one shield added to rotations is also very small and does not break the completion rate, only breaks you a bit lower in DPS race.

    Lets say the shield had a cooldown of 1 minute. Then it would require reactive gameplay as you can only use the shield in one minute intervals and the short duration to that makes one think when player really needs shield. Then again, the latency might hit, the cooldown may trigger even if shield does not happen, cooldowns dont work that well in ESO due certain degree of unpredictability due server performance.


    Önly thing short duration really does is to encourage players to add it to rotation, making them even less vulnerable to any damage where the longer duration made people precast it and forget it for a while. Contrary to "popular" belief, not that many players use addons that tell when to refresh shield and unlike "popular" belief, mor relaxed players tend to forget the shields in many occasions, making them more vulnerable to attacks due gaps in shields.

    In regards to shield stacking, Bolt escape game me an idea of increased mana cost per shield. First one costss normal, then if second is cast in next x seconds, the cost is doubled as well as if third is cast within x seconds, the cost will further increase. This would be better drawback from shield stacking than encouraging people to add shield to rotation cycle.
    >>PC-EU Mostly PVE. Played since BETA<<
  • Massive_Stain
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    Jacozilla wrote: »
    bowmanz607 wrote: »
    zaria wrote: »
    Shields used to last 20 seconds. The big problem with that is that players could use them proactively; they could cast the shield at the beginning of the fight, and they'd be able to go full offense from there without ever really having to worry about their defense. And since shields scale off of offensive stats, they could stack the hell out of their offensive stats to create builds that were both extremely tanky and could hit like a freight train full of slightly smaller freight trains.

    The short shield duration ensures that they are reactive defense instead of proactive defense. Now people have to decide between attacking and defending. It was absolutely a necessary change from a PvP standpoint.
    For PvP the short duration makes perfectly sense as you say. In PvE 15-20 seconds makes more sense.
    Another reason to have skills work a bit differently in PvP and PvE.
    It would make the game much easier to balance.
    No it will not confuse players, playstyle in PvP and PvE is very different anyway.
    The real downside would be if you got more PvP / PvE morphs.

    What 15-20 is fine for pve? Or so a sorc should be able to keep up full defense while.in a fight and not have to worry about getting hit real hard while pulling top end dps. Don't think so. Sorry.

    your own triggered response contradicts what you say - whether 15-20 sec is a long duration or not is relative; whether sources need to 'worry about getting hit real hard' is precisely the issue which you say but clearly do not realize what that means.

    no matter how long a shield lasts, if a sorc gets 'hit real hard', then that shield evaporates. Your issue then would be how large the shield can be, not how long the shield can stay up.

    balance mechanic already existed before, and still exists now - in pre, raw damage is the nail to pierce the sorc shield. In pvp, playing against the sorc strength (e.g. trying to break their shield), is just dumb. Whether that shield lasts 6 sec or 20 sec, you lower yourself to fight the sorc on their terms if you try and bash away at their shield and just keep whacking till it goes down.

    you attack a sorc at his stamina pool; once you break their limited stamina pool, cc them and game over.

    so in pvp, sure - larger shields and duration play a factor, which is why it was nerfed to half reduction and 6 sec. What made no sense is changing it for pve. This was yet again another pvp borking of pve for absolutely no reason.

    It should return to 20 sec for pre because as much as players like you will cry about it, there is no 'balance' to speak of - it is pve. In pve right now, tanks can stack enough mitigation and have enough sustain where they are de facto invulnerable to pve. Sure this makes killing slower, but they still kill at reasonable speed and pretty much live through anything. Should that be nerfed? No. Why? Because it is pve. If you like that ability, then roll a tank.

    Nanny state players like yourself are a cancer on this game. Instead of saying 'omg, this is OP.......so I will roll that XXX build too!', you cry foul and say 'I want no one else to play a build / style that I don't like'. Don't think so. Sorry. Grow up and stop being a man child.

    leave PVP to balance PVP, and leave PVE well enough alone.

    Pretty much exactly this.
    PC: CP 1200+ DroDest, Bringer of light
    PS4: CP 1500+ Dro Dest, SoTN, Bringer of light, CragHMs, EoF, IR, TTT
    Xbox: CP 450 Fungal Grotto 1 HM
  • Universe
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    I agree.
    I was complaining about this since Dark Brotherhood patch.
    It would have been much better if the shields duration was 12 seconds.
    Sadly, there is very little chance ZoS will ever change the duration of the shields.
    Edited by Universe on March 10, 2017 1:24PM
    Some videos I recorded for fun: Main character:
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    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • STEVIL
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    "Lets say the shield had a cooldown of 1 minute. "

    So shield not up - hit by cc then about 30k dps for the second and a half to escape - reaction dead.

    OR..

    get shield up in time. Enemy block/dodge cast CC for the short duration of the shield and then hits the unshielded caster with 30k DPS and reaction is dead.

    The game is not balanced for any character to have a primary defense down for even 20s much less a minute.

    What you are describing is a power that is filling some other role than what shields in ESO are meant to be.

    Basically you are describing some part of some other game where shields were not vital to moment to mone tsurvival but say where the baseline resistance still applied and baseline health and resistance for functional mages was higher.

    In this game, shields are a primary defense, not a sudden boost. The sudden boost are seen in say some ultimates where your damage taken gets reduced to very low for a short period or capped at a low percentage.

    They fit your role of the sudden defense surge.



    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Tapio75
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    @STEVIL

    Basically what you are doing, is contradicting the "reactive" gameplay someone else was advocating with something that can be used any time, something that can be used anytime is not something that requires reactive gameplay, skills with cooldows are for reactive gameplay. This is why players in Warcraft often refer to "Popping cooldowns" or something similar.

    The thing is, that short duration does not encourage reactive gameplay in no way whatsoever.. Only reactive thing is really a placebo effect but something that can be kept up all the time as part of the rotation is not reactive. Something that is necessary to how outside of rotation due cooldown for example, encourages reactive use of such skill.

    The other thing is, that shields really work currently as they are intended to work, the short duration is irrelevant in that matter. The bad thing with short duration is, that it encourages people to use it as a part of rotation.

    Besides we are not discussing about a role of shields here, i am trying to advocate an alternative for short duration that would still efficiently discourage shield stacking, cost increase per shield as i described in my last post would do the trick and allow longer duration as well.
    >>PC-EU Mostly PVE. Played since BETA<<
  • Magdalina
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    Vahrokh wrote: »

    I came back to the game, just to find out I can clear a *group* public dungeon boss together with a nearby public dungeon boss and a pair of NPCs spawns between the two with barely a sweat. And trials are not in a much better state.
    Oh, and my "ESO now = dead easy game" discovery did not come on a CP 600 character, but on my 2014 CP 250 with 2014 gear.

    So...group dungeon or public dungeon? Group dungeons are designed for teams of 4 and often have mechanics impossible(...or near impossible, anyway. There're workarounds) to complete with just one person(which doesn't mean they can't be soloed, it just does take some effort). Publics are pretty much solo content with moar mobs and that one annoying puzzle in Bangkorai that requires 2 people to stand on tiles. Well, originally intended to be a kind of casual non instanced dungeon kind of thing I think but now it's just another long soloable delve pretty much.
    Edited by Magdalina on March 10, 2017 2:58PM
  • Spacemonkey
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    all shields should scale off of hp. make hp useful for a change.
  • Magdalina
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    all shields should scale off of hp. make hp useful for a change.

    There's Blazing shield and Bone shield for that. They work but only for very specific builds.
  • Tapio75
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    Perphaps the shields should scale off devs, not our resources :P
    Edited by Tapio75 on March 10, 2017 5:31PM
    >>PC-EU Mostly PVE. Played since BETA<<
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