Your direct damage abilities deal 20% more damage to damage shields and blocking targets
Your direct damage abilities deal 20% more damage to damage shields and blocking targets
Question. How do you envision this working? Does it increase your unblockable, and in the case of bleeds unmitigated, DoT damage by 20% as well? Or just your direct blocked damage?
Because if it's just your blocked direct damage, then it makes little difference. If it increases DoT bleeds by 20% or Zaan or any of that stuff, then that's OP as fark. Which leads me to my second question.
In which content do you currently have problems with tanky builds? And why do you feel there is a need for a set to provide such a strong counter to them?
Every class has access to some unblockable damage. Most classes (should be all classes) have a way to make opponents drop block. I'm all for every class having access to a skill that drops block.
Nerfing Shieldbreaker against wards and making it stronger against block, though good form a Sorc stand-point, means the set is very strong against 2/3 ways to mitigate damage. Which makes it arguably the best set to have for too many an encounter and therefore the most likely set to be slotted by medium builds by far in PvP.
Which leads me to my third question. What is the equivalent set for the 3rd strong defensive mechanic, dodge. Why do we feel that wards and block needs counter sets but dodge does not?
Yes that was me and when looking back i feel really stupid for saying shieldbreaker was balanced.
Today i know how i came to the mindset because i only played 2 classes (both stam) back then.
That's one of the most critical issues on the forums that players can argue eventhough they have 0 experience about a topic or only encountered them from one side.
That's why many discussions are derailed by bias and lack of experience as players just see the issues with their class and what other players can do with other classes while having no idea how things really work out.
I made an example based on math why shieldbreaker is balanced which said that it takes ~22 seconds to kill someone who uses mutagen or the lingering health potions but in practise those things work out differently and are just unfair as the life of the sorc is already set on a timer.
Your direct damage abilities deal 20% more damage to damage shields and blocking targets
Question. How do you envision this working? Does it increase your unblockable, and in the case of bleeds unmitigated, DoT damage by 20% as well? Or just your direct blocked damage?
Because if it's just your blocked direct damage, then it makes little difference. If it increases DoT bleeds by 20% or Zaan or any of that stuff, then that's OP as fark. Which leads me to my second question.
In which content do you currently have problems with tanky builds? And why do you feel there is a need for a set to provide such a strong counter to them?
Every class has access to some unblockable damage. Most classes (should be all classes) have a way to make opponents drop block. I'm all for every class having access to a skill that drops block.
Nerfing Shieldbreaker against wards and making it stronger against block, though good form a Sorc stand-point, means the set is very strong against 2/3 ways to mitigate damage. Which makes it arguably the best set to have for too many an encounter and therefore the most likely set to be slotted by medium builds by far in PvP.
Which leads me to my third question. What is the equivalent set for the 3rd strong defensive mechanic, dodge. Why do we feel that wards and block needs counter sets but dodge does not?
Just your blocked direct damage to prevent exactly the issue with bleeds and other dots ignoring block.
I don't have a particular issue with block builds however i feel like reducing the set to only deal increased damage against shields would make it underwhelming while a 20% buff to your direct damage against blocking target doesn't make it too strong.
We have certain sets that are strong vs dodge like:
Zaan, skoria etc.
The issue here is that if you introduce too many undodgeable skills and counters for dodge it gets completely removed from being useable unless you have good complementary defensive methods.
Right now i only see dodge builds which are a problem to be stamblades as they have access to cloak which works so well with dodge and the frontloaded burst of NB (already stated i doesn't like how this plays out)
I haven't seen anything viable dodge based build for any other class in the last 5 patches
Yes that was me and when looking back i feel really stupid for saying shieldbreaker was balanced.
Today i know how i came to the mindset because i only played 2 classes (both stam) back then.
That's one of the most critical issues on the forums that players can argue eventhough they have 0 experience about a topic or only encountered them from one side.
That's why many discussions are derailed by bias and lack of experience as players just see the issues with their class and what other players can do with other classes while having no idea how things really work out.
I made an example based on math why shieldbreaker is balanced which said that it takes ~22 seconds to kill someone who uses mutagen or the lingering health potions but in practise those things work out differently and are just unfair as the life of the sorc is already set on a timer.
People really need to play as every single class and play style for two reasons:
1) it gives you a better perspective on class balance.
2) it makes you a better PvPer because you now have a better understanding on how your opponent thinks.
Your direct damage abilities deal 20% more damage to damage shields and blocking targets
Question. How do you envision this working? Does it increase your unblockable, and in the case of bleeds unmitigated, DoT damage by 20% as well? Or just your direct blocked damage?
Because if it's just your blocked direct damage, then it makes little difference. If it increases DoT bleeds by 20% or Zaan or any of that stuff, then that's OP as fark. Which leads me to my second question.
In which content do you currently have problems with tanky builds? And why do you feel there is a need for a set to provide such a strong counter to them?
Every class has access to some unblockable damage. Most classes (should be all classes) have a way to make opponents drop block. I'm all for every class having access to a skill that drops block.
Nerfing Shieldbreaker against wards and making it stronger against block, though good form a Sorc stand-point, means the set is very strong against 2/3 ways to mitigate damage. Which makes it arguably the best set to have for too many an encounter and therefore the most likely set to be slotted by medium builds by far in PvP.
Which leads me to my third question. What is the equivalent set for the 3rd strong defensive mechanic, dodge. Why do we feel that wards and block needs counter sets but dodge does not?
Just your blocked direct damage to prevent exactly the issue with bleeds and other dots ignoring block.
I don't have a particular issue with block builds however i feel like reducing the set to only deal increased damage against shields would make it underwhelming while a 20% buff to your direct damage against blocking target doesn't make it too strong.
We have certain sets that are strong vs dodge like:
Zaan, skoria etc.
The issue here is that if you introduce too many undodgeable skills and counters for dodge it gets completely removed from being useable unless you have good complementary defensive methods.
Right now i only see dodge builds which are a problem to be stamblades as they have access to cloak which works so well with dodge and the frontloaded burst of NB (already stated i doesn't like how this plays out)
I haven't seen anything viable dodge based build for any other class in the last 5 patches
Well in that case I would argue the set would be quite ineffective. Let's take the following facts and assumptions
- Block with S&B mitigates 70% of damage for melee attacks and 85% for ranged attacks (fact)
- Battle Spirit reduces player damage by 50% (fact)
- You have a melee ability with 10k tooltip. (assumption)
10k * 0.5 (Battle Spirit) = 5k. Then, 5k * 0.3 (70% block mitigation) = 1.5k. Then you have mitigation..
WIth the new set that would be...
10k * 1.2 (set buff) = 12k. Then, 12k * 0.5 (Battle Spirit) = 6k. Then, 6k * 0.3 (70% block mitigation) = 1.8k. Then you have mitigation...
The reality is that on a 10k ability the difference will be ~250 dmg. On a 20k ability ~500. It basically makes no difference.
Tanks die to dots, bleeds, defiles and unblockable CC. So long as they are blocking, direct damage is the least of their problems because they mitigate it so hard.
So, me being a Sorc these changes would find me agreeable because I obviously (naturally) detest ShieldBreaker in its current form. But I don't think this set will be particularly useful against Tanks.
Also, the problem is that the idea of shieldbreaker doing extra damage on shields has been proposed before and ZOS didn't care. We explained how X% extra damage on shields scales with your damage as a build and is good mechanics, instead of a fixed oblivion damage which is not affected by your build or touched by Battle Spirit. They didn't care.
We explained how Shield Breaker is very strong in CP PvP and how it's basically un-counterable in No-CP because the 3.5k DPS is extremely high for that content and nothing but Healing Springs or HtD spam can outheal it and only for small time before you go oom. They didn't care then either.
So, I'm sceptical.
Yes that was me and when looking back i feel really stupid for saying shieldbreaker was balanced.
Today i know how i came to the mindset because i only played 2 classes (both stam) back then.
That's one of the most critical issues on the forums that players can argue eventhough they have 0 experience about a topic or only encountered them from one side.
That's why many discussions are derailed by bias and lack of experience as players just see the issues with their class and what other players can do with other classes while having no idea how things really work out.
I made an example based on math why shieldbreaker is balanced which said that it takes ~22 seconds to kill someone who uses mutagen or the lingering health potions but in practise those things work out differently and are just unfair as the life of the sorc is already set on a timer.
People really need to play as every single class and play style for two reasons:
1) it gives you a better perspective on class balance.
2) it makes you a better PvPer because you now have a better understanding on how your opponent thinks.
Yeah that's why i was strictly against choosing class Representatives and not balance Representatives.
There are many great players here who are exceptionally good on one class but haven't played any or only a few of them.
thankyourat wrote: »
Yes that was me and when looking back i feel really stupid for saying shieldbreaker was balanced.
Today i know how i came to the mindset because i only played 2 classes (both stam) back then.
That's one of the most critical issues on the forums that players can argue eventhough they have 0 experience about a topic or only encountered them from one side.
That's why many discussions are derailed by bias and lack of experience as players just see the issues with their class and what other players can do with other classes while having no idea how things really work out.
I made an example based on math why shieldbreaker is balanced which said that it takes ~22 seconds to kill someone who uses mutagen or the lingering health potions but in practise those things work out differently and are just unfair as the life of the sorc is already set on a timer.
People really need to play as every single class and play style for two reasons:
1) it gives you a better perspective on class balance.
2) it makes you a better PvPer because you now have a better understanding on how your opponent thinks.
Yeah that's why i was strictly against choosing class Representatives and not balance Representatives.
There are many great players here who are exceptionally good on one class but haven't played any or only a few of them.
To be really good at one class though means you have to understand the mechanics of the other classes or you wouldn't be able to beat them. So as long as the class representative is a top tier player at the class it should be fine... As for the original topic I think people think shield breaker is fine because they are thinking of the "meta" shieldbreaker build which only has it active on the bow bar. That sort of build isn't really that much of a problem 1v1 for a shield user. I wonder though what it would be like to fight a shield breaker user who has it active on both bars. I haven't encountered yet it would probably be pretty difficult to fight against.
thankyourat wrote: »
Yes that was me and when looking back i feel really stupid for saying shieldbreaker was balanced.
Today i know how i came to the mindset because i only played 2 classes (both stam) back then.
That's one of the most critical issues on the forums that players can argue eventhough they have 0 experience about a topic or only encountered them from one side.
That's why many discussions are derailed by bias and lack of experience as players just see the issues with their class and what other players can do with other classes while having no idea how things really work out.
I made an example based on math why shieldbreaker is balanced which said that it takes ~22 seconds to kill someone who uses mutagen or the lingering health potions but in practise those things work out differently and are just unfair as the life of the sorc is already set on a timer.
People really need to play as every single class and play style for two reasons:
1) it gives you a better perspective on class balance.
2) it makes you a better PvPer because you now have a better understanding on how your opponent thinks.
Yeah that's why i was strictly against choosing class Representatives and not balance Representatives.
There are many great players here who are exceptionally good on one class but haven't played any or only a few of them.
To be really good at one class though means you have to understand the mechanics of the other classes or you wouldn't be able to beat them. So as long as the class representative is a top tier player at the class it should be fine... As for the original topic I think people think shield breaker is fine because they are thinking of the "meta" shieldbreaker build which only has it active on the bow bar. That sort of build isn't really that much of a problem 1v1 for a shield user. I wonder though what it would be like to fight a shield breaker user who has it active on both bars. I haven't encountered yet it would probably be pretty difficult to fight against.
Yes that was me and when looking back i feel really stupid for saying shieldbreaker was balanced.
Today i know how i came to the mindset because i only played 2 classes (both stam) back then.
*Insert Paarthunax quote here*
That's one of the most critical issues on the forums that players can argue eventhough they have 0 experience about a topic or only encountered them from one side.
That's why many discussions are derailed by bias and lack of experience as players just see the issues with their class and what other players can do with other classes while having no idea how things really work out.
I made an example based on math why shieldbreaker is balanced which said that it takes ~22 seconds to kill someone who uses mutagen or the lingering health potions but in practise those things work out differently and are just unfair as the life of the sorc is already set on a timer.
Your direct damage abilities deal 20% more damage to damage shields and blocking targets
Question. How do you envision this working? Does it increase your unblockable, and in the case of bleeds unmitigated, DoT damage by 20% as well? Or just your direct blocked damage?
Because if it's just your blocked direct damage, then it makes little difference. If it increases DoT bleeds by 20% or Zaan or any of that stuff, then that's OP as fark. Which leads me to my second question.
In which content do you currently have problems with tanky builds? And why do you feel there is a need for a set to provide such a strong counter to them?
Every class has access to some unblockable damage. Most classes (should be all classes) have a way to make opponents drop block. I'm all for every class having access to a skill that drops block.
Nerfing Shieldbreaker against wards and making it stronger against block, though good form a Sorc stand-point, means the set is very strong against 2/3 ways to mitigate damage. Which makes it arguably the best set to have for too many an encounter and therefore the most likely set to be slotted by medium builds by far in PvP.
Which leads me to my third question. What is the equivalent set for the 3rd strong defensive mechanic, dodge. Why do we feel that wards and block needs counter sets but dodge does not?
Just your blocked direct damage to prevent exactly the issue with bleeds and other dots ignoring block.
I don't have a particular issue with block builds however i feel like reducing the set to only deal increased damage against shields would make it underwhelming while a 20% buff to your direct damage against blocking target doesn't make it too strong.
We have certain sets that are strong vs dodge like:
Zaan, skoria etc.
The issue here is that if you introduce too many undodgeable skills and counters for dodge it gets completely removed from being useable unless you have good complementary defensive methods.
Right now i only see dodge builds which are a problem to be stamblades as they have access to cloak which works so well with dodge and the frontloaded burst of NB (already stated i doesn't like how this plays out)
I haven't seen anything viable dodge based build for any other class in the last 5 patches
Well in that case I would argue the set would be quite ineffective. Let's take the following facts and assumptions
- Block with S&B mitigates 70% of damage for melee attacks and 85% for ranged attacks (fact)
- Battle Spirit reduces player damage by 50% (fact)
- You have a melee ability with 10k tooltip. (assumption)
10k * 0.5 (Battle Spirit) = 5k. Then, 5k * 0.3 (70% block mitigation) = 1.5k. Then you have mitigation..
WIth the new set that would be...
10k * 1.2 (set buff) = 12k. Then, 12k * 0.5 (Battle Spirit) = 6k. Then, 6k * 0.3 (70% block mitigation) = 1.8k. Then you have mitigation...
The reality is that on a 10k ability the difference will be ~250 dmg. On a 20k ability ~500. It basically makes no difference.
Tanks die to dots, bleeds, defiles and unblockable CC. So long as they are blocking, direct damage is the least of their problems because they mitigate it so hard.
So, me being a Sorc these changes would find me agreeable because I obviously (naturally) detest ShieldBreaker in its current form. But I don't think this set will be particularly useful against Tanks.
Also, the problem is that the idea of shieldbreaker doing extra damage on shields has been proposed before and ZOS didn't care. We explained how X% extra damage on shields scales with your damage as a build and is good mechanics, instead of a fixed oblivion damage which is not affected by your build or touched by Battle Spirit. They didn't care.
We explained how Shield Breaker is very strong in CP PvP and how it's basically un-counterable in No-CP because the 3.5k DPS is extremely high for that content and nothing but Healing Springs or HtD spam can outheal it and only for small time before you go oom. They didn't care then either.
So, I'm sceptical.
Easy fix for the set:
Set requires 1000 tel var stones to activate.
That would only make it work in Imperial city where arguably it’s *needed*. Sorcs can stack like 75K+ Max Magicka there with Imperial physique set.
Easy fix for the set:
Set requires 1000 tel var stones to activate.
That would only make it work in Imperial city where arguably it’s *needed*. Sorcs can stack like 75K+ Max Magicka there with Imperial physique set.
Anyone can use Imperial Physique, it's best on a setup making good use of all resource pools, and it would put any shield user not using Imperial Physique at a disadvantage.
Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
The main problem with shieldbreaker is that it forces anyone relying on shields as a main defence to completely stop using shields as a defence when fighting someone wearing shieldbreaker as there is no non healing focused build that can get a 3.5k HPS in cyro (2075 damage per light attack /0.6s per LA)
Most stamina builds would struggle to reach such healing in a prolonged fight.
The issue is that in order to reach the full potential of shields you are forced to run light armor and don't invest as much into health as shields work as an additional health pool. Due to these build restrictions a sorc or any build focusing on active shield useage is very vulnerable to burst as soon as their shields go down or in the case of oblivion damage / shieldbreaker can't be applied at all.
This makes shieldbreaker a hardcounter vs those builds which translates into an huge issue that players with mediocre or bad skill can easily win fights against the best sorcs out there.
The PC EU sorcs know what is ment by that
The next issue with oblivion damage is that it's not affected by any offensive or defensive stats, the only way to increase oblivion damage is using a OD Glyph with infused and torugs (which is another problem)
also there is no way to reduce the incoming damage no Form of mitigation be it named buffs like major protection, resistances or other sources of mitigation can't change anything about how much damage it will deal.
This opens pandora's Box as you can deal high amounts of damage while running around with an unkillable tank build with 40k health to prevent your enemy from killing you.
My suggestions for shieldbreaker is to completely rework the set like this:
Your direct damage abilities deal 20% more damage to damage shields and blocking targets
With this change you still get a huge bonus while fighting against players using damage shields while also making the set useable in more situations and versus more builds.
About oblivion damage glyphs and infused torugs pact, the game has to be strict and keep it in line that oblivion damage cannot be increased but also cannont be decreased by anything.
For people saying you can easily heal through shieldbreaker, you can't as shields work out differently than players who haven't used those builds think they do.
Imagine you run around with your stamina build and everytime you get hit by a LA your max health is reduced by ~10% which is cumultative abd you can only get back some of your max health if you get healing when you heal while being at 100% health (to simulate the low healing of viable shield focused)I please the Forum mods to remove any posts like this as they only derail the post:
Shieldbreaker is fine. (No explanation)
L2P. (No constructive feedback)
Sorc is already weak. (False information based on lack of skill/ experience)
You can't kill X without shieldbreaker. (False information based on lack of experience)
Carbonised wrote: »What's this, the third @BohnT thread demanding something get nerfed because of pvp reasons? Well colour me surprised.
Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
The main problem with shieldbreaker is that it forces anyone relying on shields as a main defence to completely stop using shields as a defence when fighting someone wearing shieldbreaker as there is no non healing focused build that can get a 3.5k HPS in cyro (2075 damage per light attack /0.6s per LA)
Most stamina builds would struggle to reach such healing in a prolonged fight.
The issue is that in order to reach the full potential of shields you are forced to run light armor and don't invest as much into health as shields work as an additional health pool. Due to these build restrictions a sorc or any build focusing on active shield useage is very vulnerable to burst as soon as their shields go down or in the case of oblivion damage / shieldbreaker can't be applied at all.
This makes shieldbreaker a hardcounter vs those builds which translates into an huge issue that players with mediocre or bad skill can easily win fights against the best sorcs out there.
The PC EU sorcs know what is ment by that
The next issue with oblivion damage is that it's not affected by any offensive or defensive stats, the only way to increase oblivion damage is using a OD Glyph with infused and torugs (which is another problem)
also there is no way to reduce the incoming damage no Form of mitigation be it named buffs like major protection, resistances or other sources of mitigation can't change anything about how much damage it will deal.
This opens pandora's Box as you can deal high amounts of damage while running around with an unkillable tank build with 40k health to prevent your enemy from killing you.
My suggestions for shieldbreaker is to completely rework the set like this:
Your direct damage abilities deal 20% more damage to damage shields and blocking targets
With this change you still get a huge bonus while fighting against players using damage shields while also making the set useable in more situations and versus more builds.
About oblivion damage glyphs and infused torugs pact, the game has to be strict and keep it in line that oblivion damage cannot be increased but also cannont be decreased by anything.
For people saying you can easily heal through shieldbreaker, you can't as shields work out differently than players who haven't used those builds think they do.
Imagine you run around with your stamina build and everytime you get hit by a LA your max health is reduced by ~10% which is cumultative abd you can only get back some of your max health if you get healing when you heal while being at 100% health (to simulate the low healing of viable shield focused)I please the Forum mods to remove any posts like this as they only derail the post:
Shieldbreaker is fine. (No explanation)
L2P. (No constructive feedback)
Sorc is already weak. (False information based on lack of skill/ experience)
You can't kill X without shieldbreaker. (False information based on lack of experience)
So what? There are hard counters to all builds...get over it. Believe it or not, you wont be able to win all fights...I wouldnt be very concerned about the pathetically small portion of people who use oblivion damage anyway, just accept you may not win against them and use block/heal/dodge to mitigate it as best you can. Best to focus on increased burst vs. those builds if you use shields as a crutch.
starkerealm wrote: »Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
Oblivion damage was in the game at launch. The unresistable damage rune? Yeah, that was Oblivion. It's also been around as a damage type for enemy attacks, particularly mandatory wipe mechanics. Again, since launch.
The only thing Shieldbreaker did was put that on a 5pc bonus.
Carbonised wrote: »What's this, the third @BohnT thread demanding something get nerfed because of pvp reasons? Well colour me surprised.
Anyone using Oblivion damage in PvE? I don’t think so.
starkerealm wrote: »Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
Oblivion damage was in the game at launch. The unresistable damage rune? Yeah, that was Oblivion. It's also been around as a damage type for enemy attacks, particularly mandatory wipe mechanics. Again, since launch.
The only thing Shieldbreaker did was put that on a 5pc bonus.
And since then everything went to ****. And instead of realising what a dumb idea that was and just scrap it, they keep putting more **** like that in the game. Because what can possibly go wrong when you give people multiple sources of unmitigated dmg that doesnt scale with anything.
starkerealm wrote: »starkerealm wrote: »Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
Oblivion damage was in the game at launch. The unresistable damage rune? Yeah, that was Oblivion. It's also been around as a damage type for enemy attacks, particularly mandatory wipe mechanics. Again, since launch.
The only thing Shieldbreaker did was put that on a 5pc bonus.
And since then everything went to ****. And instead of realising what a dumb idea that was and just scrap it, they keep putting more **** like that in the game. Because what can possibly go wrong when you give people multiple sources of unmitigated dmg that doesnt scale with anything.
The part where it doesn't scale with anything is actually a good thing. (Except Knight Slayer, but that's a special case.)
No, seriously.
It means that you give up some potential damage for guaranteed damage. Except, in the case of Shieldbreaker, it's not guaranteed at all, because you don't know with absolute certainty that your opponent will be using a shield. Even if you are, you'll still be dealing less damage to most targets than you will going with a different damage set.
Shieldbreaker exists because players were stacking ridiculous shields in Cyrodiil without penalty. The set was created to make that strategy much riskier... and, you know what? It works.
Knight Slayer's a similar thing. It exists to make heavy mitigation builds that just wander around and do nothing far riskier. It works too.
starkerealm wrote: »starkerealm wrote: »Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
Oblivion damage was in the game at launch. The unresistable damage rune? Yeah, that was Oblivion. It's also been around as a damage type for enemy attacks, particularly mandatory wipe mechanics. Again, since launch.
The only thing Shieldbreaker did was put that on a 5pc bonus.
And since then everything went to ****. And instead of realising what a dumb idea that was and just scrap it, they keep putting more **** like that in the game. Because what can possibly go wrong when you give people multiple sources of unmitigated dmg that doesnt scale with anything.
The part where it doesn't scale with anything is actually a good thing. (Except Knight Slayer, but that's a special case.)
No, seriously.
It means that you give up some potential damage for guaranteed damage. Except, in the case of Shieldbreaker, it's not guaranteed at all, because you don't know with absolute certainty that your opponent will be using a shield. Even if you are, you'll still be dealing less damage to most targets than you will going with a different damage set.
Shieldbreaker exists because players were stacking ridiculous shields in Cyrodiil without penalty. The set was created to make that strategy much riskier... and, you know what? It works.
Knight Slayer's a similar thing. It exists to make heavy mitigation builds that just wander around and do nothing far riskier. It works too.
starkerealm wrote: »starkerealm wrote: »Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
Oblivion damage was in the game at launch. The unresistable damage rune? Yeah, that was Oblivion. It's also been around as a damage type for enemy attacks, particularly mandatory wipe mechanics. Again, since launch.
The only thing Shieldbreaker did was put that on a 5pc bonus.
And since then everything went to ****. And instead of realising what a dumb idea that was and just scrap it, they keep putting more **** like that in the game. Because what can possibly go wrong when you give people multiple sources of unmitigated dmg that doesnt scale with anything.
The part where it doesn't scale with anything is actually a good thing. (Except Knight Slayer, but that's a special case.)
No, seriously.
It means that you give up some potential damage for guaranteed damage. Except, in the case of Shieldbreaker, it's not guaranteed at all, because you don't know with absolute certainty that your opponent will be using a shield. Even if you are, you'll still be dealing less damage to most targets than you will going with a different damage set.
Shieldbreaker exists because players were stacking ridiculous shields in Cyrodiil without penalty. The set was created to make that strategy much riskier... and, you know what? It works.
Knight Slayer's a similar thing. It exists to make heavy mitigation builds that just wander around and do nothing far riskier. It works too.
starkerealm wrote: »starkerealm wrote: »Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
Oblivion damage was in the game at launch. The unresistable damage rune? Yeah, that was Oblivion. It's also been around as a damage type for enemy attacks, particularly mandatory wipe mechanics. Again, since launch.
The only thing Shieldbreaker did was put that on a 5pc bonus.
And since then everything went to ****. And instead of realising what a dumb idea that was and just scrap it, they keep putting more **** like that in the game. Because what can possibly go wrong when you give people multiple sources of unmitigated dmg that doesnt scale with anything.
The part where it doesn't scale with anything is actually a good thing. (Except Knight Slayer, but that's a special case.)
No, seriously.
It means that you give up some potential damage for guaranteed damage. Except, in the case of Shieldbreaker, it's not guaranteed at all, because you don't know with absolute certainty that your opponent will be using a shield. Even if you are, you'll still be dealing less damage to most targets than you will going with a different damage set.
Shieldbreaker exists because players were stacking ridiculous shields in Cyrodiil without penalty. The set was created to make that strategy much riskier... and, you know what? It works.
Knight Slayer's a similar thing. It exists to make heavy mitigation builds that just wander around and do nothing far riskier. It works too.
It sounds like you’ve never played against shield breaker.
Hard counters should never exist in a game. It’s poor game design. Players should lose due to lack of skill/ game knowledge, not to sets alone.
Sure those that run SB are sacrificing a lot stat wise but it’s unfair for shield users to fight them because there is literally nothing you can do but run. Just because only a portion of people are suffering doesn’t make the suffering tolerable. There is 0 counter play, which should never exist in a game.
.starkerealm wrote: »starkerealm wrote: »Ever since oblivion damage was introduced in the form of Shieldbreaker it has been a huge controversy.
Oblivion damage was in the game at launch. The unresistable damage rune? Yeah, that was Oblivion. It's also been around as a damage type for enemy attacks, particularly mandatory wipe mechanics. Again, since launch.
The only thing Shieldbreaker did was put that on a 5pc bonus.
And since then everything went to ****. And instead of realising what a dumb idea that was and just scrap it, they keep putting more **** like that in the game. Because what can possibly go wrong when you give people multiple sources of unmitigated dmg that doesnt scale with anything.
The part where it doesn't scale with anything is actually a good thing. (Except Knight Slayer, but that's a special case.)
No, seriously.
It means that you give up some potential damage for guaranteed damage. Except, in the case of Shieldbreaker, it's not guaranteed at all, because you don't know with absolute certainty that your opponent will be using a shield. Even if you are, you'll still be dealing less damage to most targets than you will going with a different damage set.
Shieldbreaker exists because players were stacking ridiculous shields in Cyrodiil without penalty. The set was created to make that strategy much riskier... and, you know what? It works.
Knight Slayer's a similar thing. It exists to make heavy mitigation builds that just wander around and do nothing far riskier. It works too.
So, does that mean you can create and play a competitive mag Sorc build that doesn't rely on stacking shields, isn't countered by Shieldbreaker and doesn't just wander around doing nothing?