I just want the set to work as its intended. Against shieldstacking ONLY. It should only trigger when the enemy have 2 major shields at the same time.
Atm it triggers on single shields or even small shields like Templar's or DKs obsidian shield.
Hello,
I would like to start by saying I don’t really care about shield breaker as I play stamina characters so I don’t generally use shields. But with that said there has been a lot of discussion over shield breaker ever since it’s release.
I was curious if this idea would be better or worst.
Completely overhaul the 5 piece bonus on shield breaker to this.
When you damage any enemy with a damage shield you inflict a mark on the enemy. This mark absorbs the damage you inflict up to 10,000 ( Once you inflict more then 10,000, damage begins applying to the shield like normal) and stores the damage for 6 seconds. After 6 seconds the damage is released upon the target ( 5,000 oblivion damage in PvP at max). If a new damage shield is applied then the damage activated instantly but is reduced to half the stored value and is instead applied to the new shield (2,500 shield damage damage). Only one mark can be active at a time (you can still have multiple marks on one person if applied from different applicators). The mark has an internal cooldown of 12 seconds. This effect has severe diminishing returns when applied by multiple sources. (Only stores 10% of normal value)
So essentially if I hit a sorcerer with this set and apply 10,000 damage there will be two scenarios
1) The damage shield expires and the sorcerer takes 5,000 oblivion damage as a result. This would pressure magical characters to build into either more sustainable shields or into alternative ways of mitigating damage.
2) The sorcerer applies there damage shield early taking only 2,500 instead of 5,000 which applies to the new Danae shield. This requires sorcerer to be more precise with shield timing because if they recast shields to often then their sustain will take a hit. Otherwise this promotes counter play in my opinion.
I feel this helps against the light attack complaints people normally have and also helps support counter play by promoting better skill rotation. With its single use application and a 12 seconds internal cooldown it would be something used for pressure but at the same time would not be to overbearing that it completely shuts down any resistance.
I will also add that this mark would be purgeable.
To add on the diminishing returns let’s say that we have 3 applicators.
At 1 max damage would be 10,000
At 2 max damage would be 11,000
At 3 max damage would be 12,000
So it would be a linear increase after the first application. I feel this is fair because even at 11 applications the max damage in PvP is 10,000. Which is reasonable considering the 5 piece set only applies to shields so could be a complete waste if used against other builds. Otherwise if a new damaged shield was applied it would just be reduced by 5,000.
Lastly I will give one hypothetical fight to just ensure clarification on its effect.
A warden hits a sorcerer for 12,000 damage on his combo. The first 10,000 is absorbed and stored , while the remaining 2,000 is applied to the damage shield. Once the sorcerers shield expires he will take an additional 5,000 oblivion damage.
If the sorcerer applies another shield early his new shield gets reduced by 2,500 but risks damaging his magical sustain as a result.
I should add that all damage values and internal cooldown values are definitely up for criticism. I encourage healthy debate and discussion.
redspecter23 wrote: »I get your intent is to make the ability a bit more friendly to sorcs, but you've massively overcomplicated it. If the ability is overpowered against one playstyle, the intent is for that particular playstyle to adjust so that shieldbreaker becomes less useful. Once the usefulness hits near zero, the targetted playstyle becomes viable again as the players become complacent and the cycle repeats. It's a good idea in theory adding these "silver bullet" sets that can cripple one type of toon, but in practice it's either overpowered or useless depending on the situation.
Short answer, if sorcs didn't rely so heavily on shields (which can be a very potent defense obviously) then they won't be crippled by a niche set bonus. You're going all in glass cannon knowing the risks ahead of time. ZOS has added this risk factor to force players to make that choice.
I like shield-breaker the way it is. It has it's place/purpose and doesn't need to be changed.
I don't use shields, I am a stamblade in medium armor. When I take damage, my first instinct is to move, LOS, roll-dodge, heal, you know ... do something, anything except just stand there ignoring the fact that I took damage. I can't tell you how many times I have hit a sorc (medium range) with a bow, but the sorc just stands there preoccupied with casting their light/heavy attacks (via staff) at someone else. After I hit them a few times (with my bow) they die ... but they didn't have to die. All they had to do was be more reactive ... like move / LOS after the first hit, and heal up.
The problem: When you over-rely on shields to do your 'heavy lifting' (defensively speaking), your other other defensive skills either become weaker (or you never hone them) since they are used much less, and as a result, you're very strong shield-defense ends up developing a big 'Achilles heel' (shield breaker).
Players who habitually combine shield usage with their other defensive skills have a much more balanced defense and, as a result, are much more difficult to kill ... meaning shield breaker is not likely to kill them.
Shields are an important part of your defensive took-kit ... but ...your other defensive skills are just as important and need to be used in conjunction with your shields. Players who have not honed their 'other' defensive skills, or use them only as an 'after-thought' are the ones most hurt by shield breaker.
dwemer_paleologist wrote: »just like @Maryal said:
"I like shield-breaker the way it is. It has it's place/purpose and doesn't need to be changed."
and i agree, i feel the same way and so do millions of other people like us that use it against shield stacking sorcerers.
last night i watched a sorcerer insta-Gank 2 people in under 3 seconds with only a few hits, and the whole time he had his shields stacked soo heavy that he did not even have red health showing. (they did NO damage to him at all even though they were both attacking him!)
sorcerers RUN and RACE to kill people in cryodiil, and they kill people FAST, but here on the forums they speak like they are sooo weak and don't do much Damage.
but we all know truth, sorcerers are walking land mine High Damage Tanks.
shield breaker set balances that problem, because it gives us a fighting chance against them.
redspecter23 wrote: »I get your intent is to make the ability a bit more friendly to sorcs, but you've massively overcomplicated it. If the ability is overpowered against one playstyle, the intent is for that particular playstyle to adjust so that shieldbreaker becomes less useful. Once the usefulness hits near zero, the targetted playstyle becomes viable again as the players become complacent and the cycle repeats. It's a good idea in theory adding these "silver bullet" sets that can cripple one type of toon, but in practice it's either overpowered or useless depending on the situation.
Short answer, if sorcs didn't rely so heavily on shields (which can be a very potent defense obviously) then they won't be crippled by a niche set bonus. You're going all in glass cannon knowing the risks ahead of time. ZOS has added this risk factor to force players to make that choice.
Lord_Dexter wrote: »redspecter23 wrote: »I get your intent is to make the ability a bit more friendly to sorcs, but you've massively overcomplicated it. If the ability is overpowered against one playstyle, the intent is for that particular playstyle to adjust so that shieldbreaker becomes less useful. Once the usefulness hits near zero, the targetted playstyle becomes viable again as the players become complacent and the cycle repeats. It's a good idea in theory adding these "silver bullet" sets that can cripple one type of toon, but in practice it's either overpowered or useless depending on the situation.
Short answer, if sorcs didn't rely so heavily on shields (which can be a very potent defense obviously) then they won't be crippled by a niche set bonus. You're going all in glass cannon knowing the risks ahead of time. ZOS has added this risk factor to force players to make that choice.
You definitely play as Mag Toon with big shield stacking!
Leave shieldbreaker set as is, its a treatment for big shield stacking!
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
When you deal light attack damage to a damage shield you deal 1000 poison damage. Every consecutive light attack doubles this value. Resets if a new damage shield is activated.
So basically
1st attack = 500
2nd attack = 1000
3rd attack = 2,000
4th attack = 4,000
5th attack = 8,000
I like this idea because it also lets shield breaker has a niche purpose in PvE. Also this damage should be able to roll over one the shield is broken, so if you hit them with the 8k proc and it only has 3k left then 5k will roll onto the health bar and be mitigated through resistances and healing.
Toc de Malsvi wrote: »Really it should be more along the lines of deals 500 - 1000(physical/disease/poison doesn't matter which) on light attacks to all players, deals 3000 dmg on light attacks to shields. No oblivion damage and weak but not useless against non-shielded targets. Something along those lines, something that still shreds shields but doesn't bypass their defenses.
Although I still haven't seen this almighty sorc killing set drive any sorcs out of Cyrodiil or BG's, only anecdotal accounts of its power. Even when sorcs have been considered strong-OP, players weren't rushing to equip this set.
@idk what about my idea hereWhen you deal light attack damage to a damage shield you deal 1000 poison damage. Every consecutive light attack doubles this value. Resets if a new damage shield is activated.
So basically
1st attack = 500
2nd attack = 1000
3rd attack = 2,000
4th attack = 4,000
5th attack = 8,000
I like this idea because it also lets shield breaker has a niche purpose in PvE. Also this damage should be able to roll over one the shield is broken, so if you hit them with the 8k proc and it only has 3k left then 5k will roll onto the health bar and be mitigated through resistances and healing.