Wards used to last like 20 seconds at one point (sorc one and annulment anyway) but people said shileds were OP in pvp.
So ZOS, nerfed them in typical ZOS nerf fashion - completely wrong. If you're fighting anyone with the tinniest clue on how to play the game, your wards don't last 6 seconds anyway. You cast them more often that, even if it was still 20 secs.
Anyway, outside of PvP wards are extremely powerful. They are often used when you know a big hit it coming. If a boss is about to hit you, using a ward can effectively double your health, meaning you'll survive big hits.
. @Tapio75 In mages point of wiev, ward is not a situational but a precombat spell
@Armatesz From what I can tell powered does not boost a ward's power, nirnhoned does though.
Wards used to last like 20 seconds at one point (sorc one and annulment anyway) but people said shileds were OP in pvp.
So ZOS, nerfed them in typical ZOS nerf fashion - completely wrong. If you're fighting anyone with the tinniest clue on how to play the game, your wards don't last 6 seconds anyway. You cast them more often that, even if it was still 20 secs.
Anyway, outside of PvP wards are extremely powerful. They are often used when you know a big hit it coming. If a boss is about to hit you, using a ward can effectively double your health, meaning you'll survive big hits.
In mages point of wiev, ward is not a situational but a precombat spell that is cast to prevent instant death from a single blade or someone throwing a big rock at ones headIn this perspective resistance spells should be situational but ESO seems to be mssing them, plus the console 5 spell limitation makes it hard to have such stuff on actionbar.
What i am trying to advocate here, is that if people just think a bit, wards can really last longer for immersive purposes but at the same time, be balanced for PVP and still be situational in harder boss fights. The absorption amount is one factor for example and the prevention of stacking wards is another. When these things are implemented correctly to ward spells, they can last for hours when cast, but still be perfectly balanced.
For me, they are not used, they just feel as a waste in action bar since the boss fights i have been, the other healing stuff has always been enough to save anyone in time without hassle to have a spell like that in action bar. Then again i have not made the hardest trials at all, but the argument is still valid there for the duration factor. They can be situational and perfectly balanced with long durations if right mechanics are included.
I remember that Warcraft tried this too with priest shield for a short while, but the spell just became part of rotation and they changed it back. With ESO's limits, it cant really be part of rotation if one does want to cast more cool stuff or do some damage in battles where damage really matters.
Right now they work more like buffs and resistance spells rather than mage ward spells so if the duration is not changed and mechanics implemented to balance the duration, it might be good time to change the names from ward spells to something more suitable for situational spells.
Ask yourself if you are dying a lot, even with loads of heals. Problem can be as simple as adding a ward to your rotations
Lightspeedflashb14_ESO wrote: ». @Tapio75 In mages point of wiev, ward is not a situational but a precombat spell
Not in ESO. Wards are basically a "burst" heal, they are simply an extension of your health bar for a short time. Not every class has Breath of life for when you have no time for a HoT to bring you back up to full. This is what wards are for.@Armatesz From what I can tell powered does not boost a ward's power, nirnhoned does though.
Out of the big three magic wards, annulment, conjured Ward and steadfast ward, only steadfast ward and it morphs scale with spell damage as well as max magic, the weapon trait powered also works on steadfast ward and morphs, annulment and conjured Ward only scale with your max magic and do not work with powered. Of course all three work with the CP node "bastion".
Ask yourself if you are dying a lot, even with loads of heals. Problem can be as simple as adding a ward to your rotations
My problem with dying is, that even while i dont use any food and rarely potions, i have a hard time finding places where i can die unless im really tired and my concentration goes away
The change i am wishing, is that ward duration is reverted back to what i once was for mostly immersion and the so called QOL purposes, and balanced by those other means i mentioned earlier like preventing stacking and keeping the absorption rates such, that they are balanced. They actually allready have the absorption numbers mostly that are pretty well balanced, but what really made them to change the duration was people stacking muyltiple wards in PVP to prevent dying. The system was abused and things were nerfed in a very bad way. Those spells need to have exlusion lists and prevention mechanisms that either cancel the previous wards when new is cast or having a ward prevents casting another as long as the first is up or that one can only slot one ward per action bar for example. Things can be balanced and wards can stay as situatiponal as they are now with these tweaks, but theuy would aalso allow the immersive usage of wards as mages protective shell from harm in battle. Every time i face that trash mob that really poses no threat to me, i feel kinda stupid when they still hit me with their greatswords and i dont have any ward up on my mage who dont wear any armor exept clothes and not dying from that.. I hope you get what i mean
@Lightspeedflashb14_ESO
To be frank, in ESO, all mages would be dead in matter of minutes in any combat situation as well as it was with Skyrim ward. If mage is wearing "light armor which really wants to say, clothes. All the blunt, pointy daggers, slashes would go right past the cloythes ESO mages wear. Battlemages with armor are different story, but the current TES way is not in line what would "really" happen for a mage in battle if it was a cloth wearing TES mage.
Wards used to last like 20 seconds at one point (sorc one and annulment anyway) but people said shileds were OP in pvp.
So ZOS, nerfed them in typical ZOS nerf fashion - completely wrong. If you're fighting anyone with the tinniest clue on how to play the game, your wards don't last 6 seconds anyway. You cast them more often that, even if it was still 20 secs.
Anyway, outside of PvP wards are extremely powerful. They are often used when you know a big hit it coming. If a boss is about to hit you, using a ward can effectively double your health, meaning you'll survive big hits.
In mages point of wiev, ward is not a situational but a precombat spell that is cast to prevent instant death from a single blade or someone throwing a big rock at ones headIn this perspective resistance spells should be situational but ESO seems to be mssing them, plus the console 5 spell limitation makes it hard to have such stuff on actionbar.
What i am trying to advocate here, is that if people just think a bit, wards can really last longer for immersive purposes but at the same time, be balanced for PVP and still be situational in harder boss fights. The absorption amount is one factor for example and the prevention of stacking wards is another. When these things are implemented correctly to ward spells, they can last for hours when cast, but still be perfectly balanced.
For me, they are not used, they just feel as a waste in action bar since the boss fights i have been, the other healing stuff has always been enough to save anyone in time without hassle to have a spell like that in action bar. Then again i have not made the hardest trials at all, but the argument is still valid there for the duration factor. They can be situational and perfectly balanced with long durations if right mechanics are included.
I remember that Warcraft tried this too with priest shield for a short while, but the spell just became part of rotation and they changed it back. With ESO's limits, it cant really be part of rotation if one does want to cast more cool stuff or do some damage in battles where damage really matters.
Right now they work more like buffs and resistance spells rather than mage ward spells so if the duration is not changed and mechanics implemented to balance the duration, it might be good time to change the names from ward spells to something more suitable for situational spells.
But my point is you don't need wards in pve apart from certain boss mechanics.
All magica classes have ways of healing whilst doing damage, so you basically just need to use a ward before a big hit or when you're low on health and let those skills heal you back up. Nightblade has funnel health, DK has embers, whip, inhale, Sorc has power surge, Warden has lotus blossom plus using animal companions and Templar has sweeps. Wards aren't in a rotation in pve. They're to be used in the right scenario.
Honestly, what I love about this game is he combat. You just basically want to elimate the two things which are key. Actively thinking about what skills to use and when. Keeping buffs up, using wards at the right time, healing at the right time, knowing when someone's buffs or wards run out etc. It's high pace and requires thought for the most part (there are always exception in pvp in one broken build or another).
Also, competition for bar space. I'm glad that you have a limited amount. It means builds are often different (in PvP at least) and it requires though when putting together a build. Skills you might put on or leave off influence e the gear you use to compensate. The heat you want may lack something so you make room for a skill to compensate.
Wards used to last like 20 seconds at one point (sorc one and annulment anyway) but people said shileds were OP in pvp.
So ZOS, nerfed them in typical ZOS nerf fashion - completely wrong. If you're fighting anyone with the tinniest clue on how to play the game, your wards don't last 6 seconds anyway. You cast them more often that, even if it was still 20 secs.
Anyway, outside of PvP wards are extremely powerful. They are often used when you know a big hit it coming. If a boss is about to hit you, using a ward can effectively double your health, meaning you'll survive big hits.
In mages point of wiev, ward is not a situational but a precombat spell that is cast to prevent instant death from a single blade or someone throwing a big rock at ones headIn this perspective resistance spells should be situational but ESO seems to be mssing them, plus the console 5 spell limitation makes it hard to have such stuff on actionbar.
What i am trying to advocate here, is that if people just think a bit, wards can really last longer for immersive purposes but at the same time, be balanced for PVP and still be situational in harder boss fights. The absorption amount is one factor for example and the prevention of stacking wards is another. When these things are implemented correctly to ward spells, they can last for hours when cast, but still be perfectly balanced.
For me, they are not used, they just feel as a waste in action bar since the boss fights i have been, the other healing stuff has always been enough to save anyone in time without hassle to have a spell like that in action bar. Then again i have not made the hardest trials at all, but the argument is still valid there for the duration factor. They can be situational and perfectly balanced with long durations if right mechanics are included.
I remember that Warcraft tried this too with priest shield for a short while, but the spell just became part of rotation and they changed it back. With ESO's limits, it cant really be part of rotation if one does want to cast more cool stuff or do some damage in battles where damage really matters.
Right now they work more like buffs and resistance spells rather than mage ward spells so if the duration is not changed and mechanics implemented to balance the duration, it might be good time to change the names from ward spells to something more suitable for situational spells.
But my point is you don't need wards in pve apart from certain boss mechanics.
All magica classes have ways of healing whilst doing damage, so you basically just need to use a ward before a big hit or when you're low on health and let those skills heal you back up. Nightblade has funnel health, DK has embers, whip, inhale, Sorc has power surge, Warden has lotus blossom plus using animal companions and Templar has sweeps. Wards aren't in a rotation in pve. They're to be used in the right scenario.
Honestly, what I love about this game is he combat. You just basically want to elimate the two things which are key. Actively thinking about what skills to use and when. Keeping buffs up, using wards at the right time, healing at the right time, knowing when someone's buffs or wards run out etc. It's high pace and requires thought for the most part (there are always exception in pvp in one broken build or another).
Also, competition for bar space. I'm glad that you have a limited amount. It means builds are often different (in PvP at least) and it requires though when putting together a build. Skills you might put on or leave off influence e the gear you use to compensate. The heat you want may lack something so you make room for a skill to compensate.
I would never call wards useless, but if you need it then go for it. Address a situation as you need it to be dealt with. Take the time and experiment. True not all builds can likely utilize a ward. Besides just wards, utilize resistances as need be for boosts. There can be times where a ward can allow you to better focus on attacking an enemy without fear of having to constantly run away. Seen too many times where glass cannons would run away from the silliest of things, I would just ward and stare at them.
Wards used to last like 20 seconds at one point (sorc one and annulment anyway) but people said shileds were OP in pvp.
So ZOS, nerfed them in typical ZOS nerf fashion - completely wrong. If you're fighting anyone with the tinniest clue on how to play the game, your wards don't last 6 seconds anyway. You cast them more often that, even if it was still 20 secs.
Anyway, outside of PvP wards are extremely powerful. They are often used when you know a big hit it coming. If a boss is about to hit you, using a ward can effectively double your health, meaning you'll survive big hits.
In mages point of wiev, ward is not a situational but a precombat spell that is cast to prevent instant death from a single blade or someone throwing a big rock at ones headIn this perspective resistance spells should be situational but ESO seems to be mssing them, plus the console 5 spell limitation makes it hard to have such stuff on actionbar.
What i am trying to advocate here, is that if people just think a bit, wards can really last longer for immersive purposes but at the same time, be balanced for PVP and still be situational in harder boss fights. The absorption amount is one factor for example and the prevention of stacking wards is another. When these things are implemented correctly to ward spells, they can last for hours when cast, but still be perfectly balanced.
For me, they are not used, they just feel as a waste in action bar since the boss fights i have been, the other healing stuff has always been enough to save anyone in time without hassle to have a spell like that in action bar. Then again i have not made the hardest trials at all, but the argument is still valid there for the duration factor. They can be situational and perfectly balanced with long durations if right mechanics are included.
I remember that Warcraft tried this too with priest shield for a short while, but the spell just became part of rotation and they changed it back. With ESO's limits, it cant really be part of rotation if one does want to cast more cool stuff or do some damage in battles where damage really matters.
Right now they work more like buffs and resistance spells rather than mage ward spells so if the duration is not changed and mechanics implemented to balance the duration, it might be good time to change the names from ward spells to something more suitable for situational spells.
But my point is you don't need wards in pve apart from certain boss mechanics.
All magica classes have ways of healing whilst doing damage, so you basically just need to use a ward before a big hit or when you're low on health and let those skills heal you back up. Nightblade has funnel health, DK has embers, whip, inhale, Sorc has power surge, Warden has lotus blossom plus using animal companions and Templar has sweeps. Wards aren't in a rotation in pve. They're to be used in the right scenario.
Honestly, what I love about this game is he combat. You just basically want to elimate the two things which are key. Actively thinking about what skills to use and when. Keeping buffs up, using wards at the right time, healing at the right time, knowing when someone's buffs or wards run out etc. It's high pace and requires thought for the most part (there are always exception in pvp in one broken build or another).
Also, competition for bar space. I'm glad that you have a limited amount. It means builds are often different (in PvP at least) and it requires though when putting together a build. Skills you might put on or leave off influence e the gear you use to compensate. The heat you want may lack something so you make room for a skill to compensate.
I would never call wards useless, but if you need it then go for it. Address a situation as you need it to be dealt with. Take the time and experiment. True not all builds can likely utilize a ward. Besides just wards, utilize resistances as need be for boosts. There can be times where a ward can allow you to better focus on attacking an enemy without fear of having to constantly run away. Seen too many times where glass cannons would run away from the silliest of things, I would just ward and stare at them.
I didn't call them useless. I said you mostly don't need them except the right scenario.
. @Armatesz From personal experiences and actually testing it... ward ally does scale to spell damage. Bastion can also improve it as well. Reviving barrier does get boosted by spell damage. If you have a restoration staff that is nirnhoned you notice that it also gets improved to boot.
Wards are not burst heals btw. That is a poor way to compare it to. Some wards you can use for preemptive against certain situations.
Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Isn't it the other way round? Shields are proactive healing abilities - you don't have to heal when you didn't get the damage.
6 seconds is quite short. It should be increased to 10 seconds imho for usual shields, shields with special effects (Templar's Blazing Shield) should stay as they are.
Lightspeedflashb14_ESO wrote: ». @Armatesz From personal experiences and actually testing it... ward ally does scale to spell damage. Bastion can also improve it as well. Reviving barrier does get boosted by spell damage. If you have a restoration staff that is nirnhoned you notice that it also gets improved to boot.
I said the same, steadfast ward is the base skill of ward ally, you are aware of this? You said powered doesn't work for wards, I clarified that you were right, on the whole, but steadfast ward and its morphs do, in fact, get boosted by powered. Not sure what you think I said. I also further clarified what wards scaled with what, I said steadfast ward and it's morphs do scale with spell damage, which ward ally is a morph and nirn is a spell damage booster.Wards are not burst heals btw. That is a poor way to compare it to. Some wards you can use for preemptive against certain situations.
I am aware that wards are not directly heals but they can be used as such, as oh crap all my health is down and I need to not die button. Just like a burst heal. Especially healing ward, which is the other morph of ward ally, which actually does 2 heals, a small one when you hit them and a heal based of the size of the ward when it expires, I personally have used both morphs of steadfast ward, one on a sorc healer, healing ward and the other on a warden healer, ward ally.
So your big long paragraph on wards not stacking and only being refreshed by casting the same skill or one of it's morphs, this is because at one time they didn't, way back like 2014 and this was changed because Dragonknights have a ward called "fragmented shield". This skill give the caster and five other people a ward, which when it expires or is removed, does an amount of damage. This was a problem in PvP, you would get groups of Dragonknights that would stack by each other and simply be unkillable because you could not get close to them and they had layers of warding from each other. You see how this is a problem right? So they changed how all wards work in the game and now only the main ward from fragmented shield gives damage.
Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Isn't it the other way round? Shields are proactive healing abilities - you don't have to heal when you didn't get the damage.
6 seconds is quite short. It should be increased to 10 seconds imho for usual shields, shields with special effects (Templar's Blazing Shield) should stay as they are.
Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Isn't it the other way round? Shields are proactive healing abilities - you don't have to heal when you didn't get the damage.
6 seconds is quite short. It should be increased to 10 seconds imho for usual shields, shields with special effects (Templar's Blazing Shield) should stay as they are.
Not in this game. This is not like other D&D type fantasy. Zos wants wards to be reactivate. Hence why they are really expensive, resource wise and why they are on the whole only 6 seconds. The only ward that makes sense as a proactive defense is Dragonknights obsidian shield and it morphs. Gives 5 other player and yourself a ward. All other wards are personal or for a single target.
Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Isn't it the other way round? Shields are proactive healing abilities - you don't have to heal when you didn't get the damage.
6 seconds is quite short. It should be increased to 10 seconds imho for usual shields, shields with special effects (Templar's Blazing Shield) should stay as they are.
Not in this game. This is not like other D&D type fantasy. Zos wants wards to be reactivate. Hence why they are really expensive, resource wise and why they are on the whole only 6 seconds. The only ward that makes sense as a proactive defense is Dragonknights obsidian shield and it morphs. Gives 5 other player and yourself a ward. All other wards are personal or for a single target.
Then ZOS changed their mind some time ago because - as you said - shields once lasted longer. After shield stacking became so famous they reduced the duration but didn't really fix the problem.
Sure Healing Ward is no pro active skill because it scales of missing health. But several other shields are (Sorc, DK, Templar) and should be treated as such imho.
Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Isn't it the other way round? Shields are proactive healing abilities - you don't have to heal when you didn't get the damage.
6 seconds is quite short. It should be increased to 10 seconds imho for usual shields, shields with special effects (Templar's Blazing Shield) should stay as they are.
Not in this game. This is not like other D&D type fantasy. Zos wants wards to be reactivate. Hence why they are really expensive, resource wise and why they are on the whole only 6 seconds. The only ward that makes sense as a proactive defense is Dragonknights obsidian shield and it morphs. Gives 5 other player and yourself a ward. All other wards are personal or for a single target.
Then ZOS changed their mind some time ago because - as you said - shields once lasted longer. After shield stacking became so famous they reduced the duration but didn't really fix the problem.
Sure Healing Ward is no pro active skill because it scales of missing health. But several other shields are (Sorc, DK, Templar) and should be treated as such imho.
Healing ward scaled with max magic and Spell damage first, then it quadruples the size based on missing health, just like the base morph, steadfast ward and ward ally do.
The game evolves, things get nerfed and buff based on the vision of the people at zos. Sorcs hardened ward is the biggest reason why zos changed their minds on ward length, when you can have a 30k ward up for 20 seconds, there is a problem.
Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Isn't it the other way round? Shields are proactive healing abilities - you don't have to heal when you didn't get the damage.
6 seconds is quite short. It should be increased to 10 seconds imho for usual shields, shields with special effects (Templar's Blazing Shield) should stay as they are.
Not in this game. This is not like other D&D type fantasy. Zos wants wards to be reactivate. Hence why they are really expensive, resource wise and why they are on the whole only 6 seconds. The only ward that makes sense as a proactive defense is Dragonknights obsidian shield and it morphs. Gives 5 other player and yourself a ward. All other wards are personal or for a single target.
Then ZOS changed their mind some time ago because - as you said - shields once lasted longer. After shield stacking became so famous they reduced the duration but didn't really fix the problem.
Sure Healing Ward is no pro active skill because it scales of missing health. But several other shields are (Sorc, DK, Templar) and should be treated as such imho.
Healing ward scaled with max magic and Spell damage first, then it quadruples the size based on missing health, just like the base morph, steadfast ward and ward ally do.
The game evolves, things get nerfed and buff based on the vision of the people at zos. Sorcs hardened ward is the biggest reason why zos changed their minds on ward length, when you can have a 30k ward up for 20 seconds, there is a problem.
I really don't think that the people at ZOS have a vision. They react to the things (= problems and opportunities ) the community develops or creates (OP build? We will nerf it next time. Endless sustain? We will nerf that! Shield stacking? We reduce duration!). They don't have a vision for classes and skill design. If they had we wouldn't be in this situation regarding build diversity.
Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Isn't it the other way round? Shields are proactive healing abilities - you don't have to heal when you didn't get the damage.
6 seconds is quite short. It should be increased to 10 seconds imho for usual shields, shields with special effects (Templar's Blazing Shield) should stay as they are.
Not in this game. This is not like other D&D type fantasy. Zos wants wards to be reactivate. Hence why they are really expensive, resource wise and why they are on the whole only 6 seconds. The only ward that makes sense as a proactive defense is Dragonknights obsidian shield and it morphs. Gives 5 other player and yourself a ward. All other wards are personal or for a single target.
Then ZOS changed their mind some time ago because - as you said - shields once lasted longer. After shield stacking became so famous they reduced the duration but didn't really fix the problem.
Sure Healing Ward is no pro active skill because it scales of missing health. But several other shields are (Sorc, DK, Templar) and should be treated as such imho.
Healing ward scaled with max magic and Spell damage first, then it quadruples the size based on missing health, just like the base morph, steadfast ward and ward ally do.
The game evolves, things get nerfed and buff based on the vision of the people at zos. Sorcs hardened ward is the biggest reason why zos changed their minds on ward length, when you can have a 30k ward up for 20 seconds, there is a problem.
I really don't think that the people at ZOS have a vision. They react to the things (= problems and opportunities ) the community develops or creates (OP build? We will nerf it next time. Endless sustain? We will nerf that! Shield stacking? We reduce duration!). They don't have a vision for classes and skill design. If they had we wouldn't be in this situation regarding build diversity.
I think you are wrong. They have a vision, it is just that this game is so huge and 50-100 people can only test so much, of course things are going to slip though. When you have a million people banging away, looking for anything that will give them the highest advantage for the lowest effort.
Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Isn't it the other way round? Shields are proactive healing abilities - you don't have to heal when you didn't get the damage.
6 seconds is quite short. It should be increased to 10 seconds imho for usual shields, shields with special effects (Templar's Blazing Shield) should stay as they are.
Not in this game. This is not like other D&D type fantasy. Zos wants wards to be reactivate. Hence why they are really expensive, resource wise and why they are on the whole only 6 seconds. The only ward that makes sense as a proactive defense is Dragonknights obsidian shield and it morphs. Gives 5 other player and yourself a ward. All other wards are personal or for a single target.
Then ZOS changed their mind some time ago because - as you said - shields once lasted longer. After shield stacking became so famous they reduced the duration but didn't really fix the problem.
Sure Healing Ward is no pro active skill because it scales of missing health. But several other shields are (Sorc, DK, Templar) and should be treated as such imho.
Healing ward scaled with max magic and Spell damage first, then it quadruples the size based on missing health, just like the base morph, steadfast ward and ward ally do.
The game evolves, things get nerfed and buff based on the vision of the people at zos. Sorcs hardened ward is the biggest reason why zos changed their minds on ward length, when you can have a 30k ward up for 20 seconds, there is a problem.
I really don't think that the people at ZOS have a vision. They react to the things (= problems and opportunities ) the community develops or creates (OP build? We will nerf it next time. Endless sustain? We will nerf that! Shield stacking? We reduce duration!). They don't have a vision for classes and skill design. If they had we wouldn't be in this situation regarding build diversity.
I think you are wrong. They have a vision, it is just that this game is so huge and 50-100 people can only test so much, of course things are going to slip though. When you have a million people banging away, looking for anything that will give them the highest advantage for the lowest effort.
I'm curious, what kind of vision do they have? What did they add to the ESO combat or class design that was not based on nerfs etc. What did they do not as a reaction to a problem/situation but as some kind of incentive by themselves?
Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »Seraphayel wrote: »Lightspeedflashb14_ESO wrote: »All ward in the game, with the exception of sorcs empowered ward, are only 6 seconds long. Wards are supposed to be reactivate and Mutegen is a preemptive heal. They are for different things. Wards not supposed to be part of a "rotation".
Also sun sheild is a bad ward, unless you have 50k+ health. Try annulment and it morphs from the light armor skill line. if you want a good ward.
Isn't it the other way round? Shields are proactive healing abilities - you don't have to heal when you didn't get the damage.
6 seconds is quite short. It should be increased to 10 seconds imho for usual shields, shields with special effects (Templar's Blazing Shield) should stay as they are.
Not in this game. This is not like other D&D type fantasy. Zos wants wards to be reactivate. Hence why they are really expensive, resource wise and why they are on the whole only 6 seconds. The only ward that makes sense as a proactive defense is Dragonknights obsidian shield and it morphs. Gives 5 other player and yourself a ward. All other wards are personal or for a single target.
Then ZOS changed their mind some time ago because - as you said - shields once lasted longer. After shield stacking became so famous they reduced the duration but didn't really fix the problem.
Sure Healing Ward is no pro active skill because it scales of missing health. But several other shields are (Sorc, DK, Templar) and should be treated as such imho.
Healing ward scaled with max magic and Spell damage first, then it quadruples the size based on missing health, just like the base morph, steadfast ward and ward ally do.
The game evolves, things get nerfed and buff based on the vision of the people at zos. Sorcs hardened ward is the biggest reason why zos changed their minds on ward length, when you can have a 30k ward up for 20 seconds, there is a problem.
I really don't think that the people at ZOS have a vision. They react to the things (= problems and opportunities ) the community develops or creates (OP build? We will nerf it next time. Endless sustain? We will nerf that! Shield stacking? We reduce duration!). They don't have a vision for classes and skill design. If they had we wouldn't be in this situation regarding build diversity.
I think you are wrong. They have a vision, it is just that this game is so huge and 50-100 people can only test so much, of course things are going to slip though. When you have a million people banging away, looking for anything that will give them the highest advantage for the lowest effort.
I'm curious, what kind of vision do they have? What did they add to the ESO combat or class design that was not based on nerfs etc. What did they do not as a reaction to a problem/situation but as some kind of incentive by themselves?
I am not them. I can't tell you what they are thinking, exactly. Thing is, neither can you. And to have such a ego to think you can and to think they are clueless, instead of giving the benefit of the doubt, is like the height of arrogance. You know better then them. Ergo, you are better them zos. Do you see how you look?