Avran_Sylt wrote: »@leepalmer95
If you wish to continue this particular vein of this discussion, please message me (as it is off-topic). But in the end-game this is where I stand:CP 547
Vet HM SO (Stamblade)
Vet HRC (NB Tank/MagDK)
Vet AA (Stamblade/MagDK)
nHoF (Stamblade)
vMSA completed a few times, got lucky with drops (Precise Daggers) and haven't cared to run for Flawless (got close once by accident)
Still need to do Vet Dragonstar
8 Characters, 5 at 50, 4 of Which see regular use, 1 being the main.
Stamblade (34 Days, 8 hrs, Alliance War Grade 11)
MagSorc (4 Days, 18 hrs, Alliance War Grade 10)
MagDK( 4 Days, 3 hrs, Alliance War Grade 3)
NBTank( 3 Days, 9 hrs)
As you can see I don't have knowledge of all aspects of the game, which is why I'm glad that people chime in and point out flaws in my reasoning. Because of this (and because I've other things that I need to address IRL), I'll generally post an idea, and then build off of it via the feedback it receives on the forums. That's why many of my posts are just that, ideas. They've yet to be built upon, so they are change for the sake of change at that point.
Which to me, honestly isn't a bad thing. changing how the base combat mechanics work act as a way to add in new content to the game that isn't item/gear regrinding, but adding in new ways for the player to interact with one another and world enemies. Increasing replayability for old players of the game, while increasing the horizontal depth for new and old players alike. Treating shields a bit like how they treat Healing would allow them to expand upon the current system that they've got implemented.
Oblivion Damage yes, works on sorc shields, but it isn't exclusive to shields. It works wonders on all low health players. Does that not seem a little problematic to you? Similar to how the current Proc Sets work? Essentially 'Free Damage' with no restrictions in this case. I mean hell, the oblivion damage enchantment itself is bugged currently. The Internal Cooldown isn't reduced by the infused enchantment. If it were, you'd see a lot more cancerous builds in PvP.
Also, adding this to sorc shields would allow for future implementation of shields that can be group focused (and are non ultimate, See Alliance War, Support, Barrier), allowing further customization of shield type spells and sets.
Avran_Sylt wrote: »@Giles.floydub17_ESO
When have I ever said that I'm all-knowing? Of course I lack knowledge. However, saying that a suggestion is poor while not providing a counter argument doesn't really get anywhere. Care to describe the grand picture that I'm ignoring? That you've yet to describe.
From my experience so far this change would be good. Adding in Minor/Major Shielding Buffs/Debuffs would add to build diversity in the game.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Avran_Sylt wrote: »@Giles.floydub17_ESO
I'm not trying to say that shields in general are overpowered. (cept maybe Hardened Ward, the scaling on that is absurd compared to others).
What I'd love to do is make shields more varied. Why don't shields stack with Spell Damage like Healing spells? Is it because stacking power that also allows for better defensive scaling on shields would be broken AF?
Could be Shields that scale better with Spell Power would have short durations but higher scalings, and shields that scale with max magicka would have longer durations but lower scalings, or something like that.
While it would need a lot of testing, I think that using these Buffs/Debuffs could act as checks and balances.
Avran_Sylt wrote: »@Giles.floydub17_ESO
It does have a part in how shields scale, it's part of the 'bigger picture' that you're on about but wont say anything about. If these buffs/debuffs were introduced, how would it impact the currently existing skill shields, proc shields?
Avran_Sylt wrote: »@Giles.floydub17_ESO
DLC is a change of the base game for player interest (new storylines/sets)
Minor/Major Shield Buffs/Debuffs is a change of the base game for player interest (more build options/ sets/ new mechanics)
There's your base reason.
If you want a simple need it's because it'll garner player interest. Firstly by introducing a new debuff that can be used against other players in PvP. This could also introduce new sets that make use of these minor/major buffs/debuffs. Once again, more sets = more player interest if the sets are balanced well since instead of being rehashes of current sets, they add in something new. Think of it like the introduction of Minor/Major Slayer/Aegis. Balance wise, if you use a little critical thinking, it means that targets debuffed with this will have less prolonged survivability if they bank on one defensive mechanism, in this case that mechanism being a damage shield, with successive casts being less effective Similar to how Minor/Major Defile works to reduce the prolonged survivability of healing users by reducing the effectiveness of successive casts. that is the simple logic and reasoning that you seem unable to even grasp.
Avran_Sylt wrote: »@Giles.floydub17_ESO @Inarre
However, adding in new game mechanics would indeed create interest for some players. Many, depending on what kind of mechanic is introduced (think new weapon types).
there is cp availiable to deal more damage on shields.
ive said this a million times, if you want weaker shields or able to crit them then shuffle needs a huge nerf.
sorcs get hit with everything you throw at them because they dont have a passive dodge. so shield is our shuffle. without a shield a sorc melts instantly.
sircs spend 3kish magick every 6 seconds to stay alive ( 7kish to stack harness, 10k ish to put on ward), stam uses 3-4k every 20 secs ish for shuffle, or 80% less with unchained passive.
for every stam player complaining about shields there are 2 magicka players complaining about shuffle.
Avran_Sylt wrote: »@Giles.floydub17_ESO @Barbaran
Wait, Minor/Major Evasion doesn't allow the user to dodge when they have a damage shield up?
Minor/Major Protection functions normally on Damage shields, shouldn't Evasion work just the same?