Shields absorb up to 50% of incoming damage while up. Shield values scale based on level instead of stats.
Or
Shields work as-s except any crit bonus damage (and only the crit bonus damage) bypasses the shield and goes directly to health.
Or
If a shield won't let crits in, it won't let them out either - ie the caster can't crit while the whield is up either.
Or
Add a new weapon trait that allows 10% (1h) and 20% (2h) of damage to bypass shields/block.
Or
Casting a shield grants a buff that causes blocking to drain magicka instead of stamina but not absorb damage.
Pick any 1.
The problem is a good shield can negate 2-4 global cool downs of an attacker at the expense of 1 global cooldown of the caster. Good sorcs don't run out of stamina with the CC cooldown being what... 7s? So CC is not an option as they can always break free.
Shields absorb up to 50% of incoming damage while up. Shield values scale based on level instead of stats.
Or
Shields work as-s except any crit bonus damage (and only the crit bonus damage) bypasses the shield and goes directly to health.
Or
If a shield won't let crits in, it won't let them out either - ie the caster can't crit while the whield is up either.
Or
Add a new weapon trait that allows 10% (1h) and 20% (2h) of damage to bypass shields/block.
Or
Casting a shield grants a buff that causes blocking to drain magicka instead of stamina but not absorb damage.
Pick any 1.
The problem is a good shield can negate 2-4 global cool downs of an attacker at the expense of 1 global cooldown of the caster. Good sorcs don't run out of stamina with the CC cooldown being what... 7s? So CC is not an option as they can always break free.
I respect how your the only one giving out actually fix suggestion, but on the contrary shields are fine as they are.
They're not cheap
They last for 6 sec
Shield breaker
Shattering blows (37 points is 15% more dmg)
All said in done nerf them anymore you'll make sorc unplayable.
Copy my response to shields from another thread....
The poster I replied to made these statements so I went with those numbers.
2 shields to stack worth of roughly 20-25k damage absorption that take 2 seconds to put up
Lets say each player does roughly 5k damage every global right?
My response explaining why it's a problem.
Remember those players cannot crit the shields. So are you suggesting it's 5k dps per player against the non-crit shield or against the sorc with shields down. Even that though in a 1v1 they can negate 10-12.5k dps per seconds against a target doing 5k dps (or less depending on how you came up with 5k and crits). So shield, shield, dmg, dmg - rinse repeat and the DPS would never touch the enemies health.
Though even if they did it would take another 4 GCD (assuming ~19-20k health - again depending how you came up with 5k dps) to chew through their health. So really more like shield, shield, dmg, dmg, dmg and you'd realistically take no damage or at least no chance of dying. Now if you throw in runes that for 1 GCD can stun and do dmg (possibly mutliple times) you can shield, shield, runes, dmg, dmg, dmg (maybe more if they are then CC'd by runes) with little risk of taking real damage. If you take into account that the DPS may have to cast a heal every so many GCD's the dps race gets even worse and the sorc can cast more dmg and less shield (to the point the 6s cooldown limits them but then they can interleave the shields and not need to cast back to back).
CC wouldn't help the dps since that's a GCD to CC but a GCD to break free so it's a wash. And by not having to block, there's not a really a huge risk of not having stamina to break free since it's not being used for anything else (Amberplasm is a good example of this).
So while magic and stam regen both took a nerf, vigor also took a nerf so the attacker will deplete resources even quicker than before. Stam abilities costs also were increased in general while shields were not. Also simply ignoring the highest DPS class is probably not a good counter.
Having the ability to use 1 GCD to negate 2-3 GCD of attacks indefinitely sets the risk to almost 0 while still allowing significant dps.
This will get worse with burst damage decreasing. It also doesn't take into account monster sets that reduce incoming damage.
Really, ZOS, you should nerf those sorc, which are using shileds 24/7, it's just impossible to cut through it, also you can't crit on shield! Those shields make sorc class extremely tanky and they also hit like trucks!
Shields absorb up to 50% of incoming damage while up. Shield values scale based on level instead of stats.
Or
Shields work as-s except any crit bonus damage (and only the crit bonus damage) bypasses the shield and goes directly to health.
Or
If a shield won't let crits in, it won't let them out either - ie the caster can't crit while the whield is up either.
Or
Add a new weapon trait that allows 10% (1h) and 20% (2h) of damage to bypass shields/block.
Or
Casting a shield grants a buff that causes blocking to drain magicka instead of stamina but not absorb damage.
Pick any 1.
The problem is a good shield can negate 2-4 global cool downs of an attacker at the expense of 1 global cooldown of the caster. Good sorcs don't run out of stamina with the CC cooldown being what... 7s? So CC is not an option as they can always break free.
I respect how your the only one giving out actually fix suggestion, but on the contrary shields are fine as they are.
They're not cheap
They last for 6 sec
Shield breaker
Shattering blows (37 points is 15% more dmg)
All said in done nerf them anymore you'll make sorc unplayable.
Keep in mind with the next expansion burst damage will likely decrease meaning it will be even harder to burst shields or the caster if they let them down. If they acted more like vigor..... 1 cast gave you a shield of 2k every second for 4s it would be different. The instant ability to mitigate all (virtually all) damage that takes multiple cooldowns of dps to get through is the problem. Non-critable makes it more of a challenge. I still think any of the above options would allow for better balance and prevent the shutdown of all incoming damage.
Shields absorb up to 50% of incoming damage while up. Shield values scale based on level instead of stats.
Or
Shields work as-s except any crit bonus damage (and only the crit bonus damage) bypasses the shield and goes directly to health.
Or
If a shield won't let crits in, it won't let them out either - ie the caster can't crit while the whield is up either.
Or
Add a new weapon trait that allows 10% (1h) and 20% (2h) of damage to bypass shields/block.
Or
Casting a shield grants a buff that causes blocking to drain magicka instead of stamina but not absorb damage.
Pick any 1.
The problem is a good shield can negate 2-4 global cool downs of an attacker at the expense of 1 global cooldown of the caster. Good sorcs don't run out of stamina with the CC cooldown being what... 7s? So CC is not an option as they can always break free.
I respect how your the only one giving out actually fix suggestion, but on the contrary shields are fine as they are.
They're not cheap
They last for 6 sec
Shield breaker
Shattering blows (37 points is 15% more dmg)
All said in done nerf them anymore you'll make sorc unplayable.
Keep in mind with the next expansion burst damage will likely decrease meaning it will be even harder to burst shields or the caster if they let them down. If they acted more like vigor..... 1 cast gave you a shield of 2k every second for 4s it would be different. The instant ability to mitigate all (virtually all) damage that takes multiple cooldowns of dps to get through is the problem. Non-critable makes it more of a challenge. I still think any of the above options would allow for better balance and prevent the shutdown of all incoming damage.
Ragnaroek93 wrote: »Crying about how expensive shields are while it costs 17k stamina to block Soul Strike. Oh and I don't get stamina regen while I block that. Ridiculous.
This thread is just an example that magicka chars (well it's basically not only a sorc thing) think that it is a good game design that they pretty much don't have to care at all about pressure and can only die to massive burst. And no, I don't complain about shields in first hand (shields are fine in my opinion as long as they are used on a normal build). What I'm complaining about is that people can get up to 50k+ magicka, especially on PTS with the changes (Necro, Shadowrend) on basically every class. And don't forget vampire undead passive which makes it harder (harder = impossible) to execute sorcs on low hp. Oh let's also not forget Major Protection from restoration ultimate or that Major Evasion works on shields as well.Lets just ignore that my shields are 2,5x times higher (with Necropotence of course) than my vigor tooltip with alchemist proc up and that my vigor is affected by defile effects while shields aren't. Lets tell stamina users to l2p instead and call for stamina mobility nerfs.
Copy my response to shields from another thread....
The poster I replied to made these statements so I went with those numbers.
2 shields to stack worth of roughly 20-25k damage absorption that take 2 seconds to put up
Lets say each player does roughly 5k damage every global right?
My response explaining why it's a problem.
Remember those players cannot crit the shields. So are you suggesting it's 5k dps per player against the non-crit shield or against the sorc with shields down. Even that though in a 1v1 they can negate 10-12.5k dps per seconds against a target doing 5k dps (or less depending on how you came up with 5k and crits). So shield, shield, dmg, dmg - rinse repeat and the DPS would never touch the enemies health.
Though even if they did it would take another 4 GCD (assuming ~19-20k health - again depending how you came up with 5k dps) to chew through their health. So really more like shield, shield, dmg, dmg, dmg and you'd realistically take no damage or at least no chance of dying. Now if you throw in runes that for 1 GCD can stun and do dmg (possibly mutliple times) you can shield, shield, runes, dmg, dmg, dmg (maybe more if they are then CC'd by runes) with little risk of taking real damage. If you take into account that the DPS may have to cast a heal every so many GCD's the dps race gets even worse and the sorc can cast more dmg and less shield (to the point the 6s cooldown limits them but then they can interleave the shields and not need to cast back to back).
CC wouldn't help the dps since that's a GCD to CC but a GCD to break free so it's a wash. And by not having to block, there's not a really a huge risk of not having stamina to break free since it's not being used for anything else (Amberplasm is a good example of this).
So while magic and stam regen both took a nerf, vigor also took a nerf so the attacker will deplete resources even quicker than before. Stam abilities costs also were increased in general while shields were not. Also simply ignoring the highest DPS class is probably not a good counter.
Having the ability to use 1 GCD to negate 2-3 GCD of attacks indefinitely sets the risk to almost 0 while still allowing significant dps.
This will get worse with burst damage decreasing. It also doesn't take into account monster sets that reduce incoming damage.
Problem with sorc defense is annulment, it shouldn't stack with hardened ward it's too powerfull, also, the magicka cost back from Harness is real problem, making sorc going in openworld with infinite magicka regen...
Hardenned ward and Healing ward is nice and enough
Ragnaroek93 wrote: »Crying about how expensive shields are while it costs 17k stamina to block Soul Strike. Oh and I don't get stamina regen while I block that. Ridiculous.
Compare that to just harness it.. it will cost hardly any magic..
This thread is just an example that magicka chars (well it's basically not only a sorc thing) think that it is a good game design that they pretty much don't have to care at all about pressure and can only die to massive burst. And no, I don't complain about shields in first hand (shields are fine in my opinion as long as they are used on a normal[/b] build). What I'm complaining about is that people can get up to 50k+ magicka, especially on PTS with the changes (Necro, Shadowrend) on basically every class. And don't forget vampire undead passive which makes it harder (harder = impossible) to execute sorcs on low hp. Oh let's also not forget Major Protection from restoration ultimate or that Major Evasion works on shields as well.Lets just ignore that my shields are 2,5x times higher (with Necropotence of course) than my vigor tooltip with alchemist proc up and that my vigor is affected by defile effects while shields aren't. Lets tell stamina users to l2p instead and call for stamina mobility nerfs.
1. Having shields negate only 50% damage would be a *** show considering ulti's can hit into the 10k+ range. ontop of that some class skills can get up pretty high as well. And because of the lack of a sufficient class heal and even a viable resto staff heal, this would be a free shield breaker scenario. Also think about two nb with same build and same rotation that damage they do wouldn't matter if you had a shield or not.
not a bad idea but 50% is a bit low.. should be higer if this was an option
2. Having crit damage pass would have the same consequences as option 1
bad idea, sorcs would be destroyed in seconds by a high crit build
You missed the not being able to crit when shields are up, this is actually one of the best ideas ive seen. Magic builds slot Inner Light for bigger shields mostly but it also gives loads of crit.. how is it fair that i can hardly touch a sorc healthbar yet they can stand in mines (which can one shot medium armor builds if they hit multiple mines and they all crit) and hit me in the face with a 10k+ crit frag all while shieldstacking
3. Again shields have 0 resistances so it's a fair trade off to not be able to crit.
Not true, when i crit leap someone i very often get a nice yellow 9k or 10k pop up on my screen, when i leap a shield i get 7 or 8k at most. Sorc breaks CC from leap, puts up another hardend ward and im without ult and sorc hardy lost any health Dizzyswing into leap helps but it isnt the 2shot combo it used to be anymore. After a swing and a leap the sorc breaks CC (they never run out of stam), puts up a healing ward, shields the healing ward and i cant touch the healing so they heal up to atleast 80& health again
4. Same concept as option 1 and 2 there is no sufficient heal to counter this.
build for a heal, stam builds use vigor, rally and some even use bow knockback heal, crit surge, nightblade siphoning stuff and repenetance for healing while sorcs only slot healing ward (which get protected by atleast a harness and on sorc by hardend)
5. This one makes no sense. Did you think about how much mana would be lost if I can block with it. Think about if a Stam build that wasn't built for blocking held block the whole fight. Their resources would be gone in a heart beat.
If you still don't understand how these options are awful I would suggest you create a sorc and see for yourself what it's like to be in our shoes.
here we go, always this argument... i actually did it once, had to go to the sewers on my new sorc and went from Alessia to the sewers while encountering 3 reds. I had never played pvp on a sorc and i killed them all while only going below 50% health once. They sucked but it would have taken way more effort on a stamina class.
1. Having shields negate only 50% damage would be a *** show considering ulti's can hit into the 10k+ range. ontop of that some class skills can get up pretty high as well. And because of the lack of a sufficient class heal and even a viable resto staff heal, this would be a free shield breaker scenario. Also think about two nb with same build and same rotation that damage they do wouldn't matter if you had a shield or not.
not a bad idea but 50% is a bit low.. should be higer if this was an option
2. Having crit damage pass would have the same consequences as option 1
bad idea, sorcs would be destroyed in seconds by a high crit build
You missed the not being able to crit when shields are up, this is actually one of the best ideas ive seen. Magic builds slot Inner Light for bigger shields mostly but it also gives loads of crit.. how is it fair that i can hardly touch a sorc healthbar yet they can stand in mines (which can one shot medium armor builds if they hit multiple mines and they all crit) and hit me in the face with a 10k+ crit frag all while shieldstacking
3. Again shields have 0 resistances so it's a fair trade off to not be able to crit.
Not true, when i crit leap someone i very often get a nice yellow 9k or 10k pop up on my screen, when i leap a shield i get 7 or 8k at most. Sorc breaks CC from leap, puts up another hardend ward and im without ult and sorc hardy lost any health Dizzyswing into leap helps but it isnt the 2shot combo it used to be anymore. After a swing and a leap the sorc breaks CC (they never run out of stam), puts up a healing ward, shields the healing ward and i cant touch the healing so they heal up to atleast 80& health again
4. Same concept as option 1 and 2 there is no sufficient heal to counter this.
build for a heal, stam builds use vigor, rally and some even use bow knockback heal, crit surge, nightblade siphoning stuff and repenetance for healing while sorcs only slot healing ward (which get protected by atleast a harness and on sorc by hardend)
5. This one makes no sense. Did you think about how much mana would be lost if I can block with it. Think about if a Stam build that wasn't built for blocking held block the whole fight. Their resources would be gone in a heart beat.
If you still don't understand how these options are awful I would suggest you create a sorc and see for yourself what it's like to be in our shoes.
here we go, always this argument... i actually did it once, had to go to the sewers on my new sorc and went from Alessia to the sewers while encountering 3 reds. I had never played pvp on a sorc and i killed them all while only going below 50% health once. They sucked but it would have taken way more effort on a stamina class.
Copy my response to shields from another thread....
The poster I replied to made these statements so I went with those numbers.
2 shields to stack worth of roughly 20-25k damage absorption that take 2 seconds to put up
Lets say each player does roughly 5k damage every global right?
My response explaining why it's a problem.
Remember those players cannot crit the shields. So are you suggesting it's 5k dps per player against the non-crit shield or against the sorc with shields down. Even that though in a 1v1 they can negate 10-12.5k dps per seconds against a target doing 5k dps (or less depending on how you came up with 5k and crits). So shield, shield, dmg, dmg - rinse repeat and the DPS would never touch the enemies health.
Though even if they did it would take another 4 GCD (assuming ~19-20k health - again depending how you came up with 5k dps) to chew through their health. So really more like shield, shield, dmg, dmg, dmg and you'd realistically take no damage or at least no chance of dying. Now if you throw in runes that for 1 GCD can stun and do dmg (possibly mutliple times) you can shield, shield, runes, dmg, dmg, dmg (maybe more if they are then CC'd by runes) with little risk of taking real damage. If you take into account that the DPS may have to cast a heal every so many GCD's the dps race gets even worse and the sorc can cast more dmg and less shield (to the point the 6s cooldown limits them but then they can interleave the shields and not need to cast back to back).
CC wouldn't help the dps since that's a GCD to CC but a GCD to break free so it's a wash. And by not having to block, there's not a really a huge risk of not having stamina to break free since it's not being used for anything else (Amberplasm is a good example of this).
So while magic and stam regen both took a nerf, vigor also took a nerf so the attacker will deplete resources even quicker than before. Stam abilities costs also were increased in general while shields were not. Also simply ignoring the highest DPS class is probably not a good counter.
Having the ability to use 1 GCD to negate 2-3 GCD of attacks indefinitely sets the risk to almost 0 while still allowing significant dps.
This will get worse with burst damage decreasing. It also doesn't take into account monster sets that reduce incoming damage.
SirMontyII wrote: »If I can't kill it - it is cheating or it needs to be nerfed. If I die to someone they are cheating or they need to be nerfed. If a zerg of 40 people spamming destro runs me over and I die it was their fault.
Can we have the things that are actually broken fixed first before we continue the endless whining about the nerf this or that.