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I Did vMA on Magsorc With Shield Cast Time on the PTS and It was Hell

  • Toc de Malsvi
    Toc de Malsvi
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    LiquidPony wrote: »
    @AverageJo3Gam3r , the emphasis on word "were". In retrospective, everything feels so easy it's hard to believe how one was struggling back then. Games of human mind. Also, I'd have troubles believing you didn't use wings and/or corrosive on stamDK during your first clears.

    I also used vigor, hardened armor, defensive and healing sigils. What point are you making? That I used the defensive tools available to my class?

    Sorcs can do that too. Sorcs have: two different pets that can provide on-demand heals; a skill that provides major resistances, major speed, and passive AoE damage; one of the best HoTs in the game in surge; the best repositioning tool in the game that also stuns or absorbs projectiles; a channeled heal+resource restore; and a (now channeled) damage shield.

    And that's all just within their class, not including armor sets like Iceheart that can increase survival or resto staff skills.

    My point is this: sorcs have plenty of survival options for vMA outside of shields. It's an individual player's choice whether to take advantage of them or not. Claims that sorcs are significantly harder for a rookie to clear vMA with a channeled shield is grandstanding.

    I'm sorry, but this is utter nonsense.

    I don't even really play a magsorc. I've run Maelstrom on a magsorc maybe 4 or 5 times, just to get the achievements. My magsorc is alternately a PvE healer and BG build. I learned vMA on a stamblade years ago and the vast majority of my clears are on that build, although lately I've taken to farming it on a stamsorc.

    But everything you've said here directly contradicts your conclusion. You're saying, in short, "sorcs should just slot a resto and/or switch to a defensive monster set and/or change their builds in some other way to make up for the cast time on shields," but all of those things are significant DPS losses. And in vMA (and really all PvE content), when you lose DPS, the content gets much harder very quickly. The first lesson I learned in vMA, learning it on a stamblade, is this: the best defense is to nuke everything ASAP. Archer giving you trouble? Don't run away or dodge his arrows, kill him as soon as he spawns. Crematorial Guards getting you down? Stand where they spawn and burn them down before they even begin attacking.

    So now, not only have we gimped the primary magicka defense mechanism, the side-effect of that is that to make up for that change, we have to run less-optimal builds, thus lowering our damage, thus making it harder to get those first vMA clears in more than one way.

    I'm primarily a stamina DPS PvE player, and I think this change sucks.

    I expect that the class reps meeting today is going to be a bit awkward, because the vast majority of traffic on the forums and Reddit and many Discords I'm in has been nothing but the community taking a giant steaming dump on the developers and the class reps for the past several days.

    I literally just did it and I'm not some uber sorc main. Boundless is excellent in VMA, you literally can put down Path of Elements and shoot the mobs outside of it while your path+boundless eats up the guys hitting you. It was incredibly easy and didn't stress me at all, the mitigation from major buffs + shield is really strong in PVE. The shields last more than long enough to nuke adds, it felt better than the MagDK by far.

    Magicka was not ever stressed, took me an hour to clear it. I could easily drop sustain for more damage and clear it faster while running the same skills. Or drop resto back bar for another utility skill or aoe damage. Seriously I know you are a good player, go in there with boundless storm and Hardened Ward and feel it yourself it's incredibly tanky.

    Edit: Also crit surge for the 1-5 seconds when your shield eventually drops and you are re-shielding.
    Edited by Toc de Malsvi on September 19, 2018 4:50PM
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  • majulook
    majulook
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    majulook wrote: »
    I do not understand your complaint?

    You went through vMA with a Sorc on PTS with the current changes, and were successful.

    He's a relatively experienced player, and he demonstrated that he was struggling compared to usual runs. New players will struggle too in comparison to what they're usually going through. I thought the point of OP was very simple.

    Sorry still do not get it, I thought that vMA not supposed to be a easy?
    Si vis pacem, para bellum
  • ezio45
    ezio45
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    ZOS_MikaS wrote: »
    We have removed some non-constructive comments from this thread. Please keep the discussion on topic and free of insults. Thank you.

    Awh, I saw the [Z] and was hoping a dev actually commented :/
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    LiquidPony wrote: »
    @AverageJo3Gam3r , the emphasis on word "were". In retrospective, everything feels so easy it's hard to believe how one was struggling back then. Games of human mind. Also, I'd have troubles believing you didn't use wings and/or corrosive on stamDK during your first clears.

    I also used vigor, hardened armor, defensive and healing sigils. What point are you making? That I used the defensive tools available to my class?

    Sorcs can do that too. Sorcs have: two different pets that can provide on-demand heals; a skill that provides major resistances, major speed, and passive AoE damage; one of the best HoTs in the game in surge; the best repositioning tool in the game that also stuns or absorbs projectiles; a channeled heal+resource restore; and a (now channeled) damage shield.

    And that's all just within their class, not including armor sets like Iceheart that can increase survival or resto staff skills.

    My point is this: sorcs have plenty of survival options for vMA outside of shields. It's an individual player's choice whether to take advantage of them or not. Claims that sorcs are significantly harder for a rookie to clear vMA with a channeled shield is grandstanding.

    I'm sorry, but this is utter nonsense.

    I don't even really play a magsorc. I've run Maelstrom on a magsorc maybe 4 or 5 times, just to get the achievements. My magsorc is alternately a PvE healer and BG build. I learned vMA on a stamblade years ago and the vast majority of my clears are on that build, although lately I've taken to farming it on a stamsorc.

    But everything you've said here directly contradicts your conclusion. You're saying, in short, "sorcs should just slot a resto and/or switch to a defensive monster set and/or change their builds in some other way to make up for the cast time on shields," but all of those things are significant DPS losses. And in vMA (and really all PvE content), when you lose DPS, the content gets much harder very quickly. The first lesson I learned in vMA, learning it on a stamblade, is this: the best defense is to nuke everything ASAP. Archer giving you trouble? Don't run away or dodge his arrows, kill him as soon as he spawns. Crematorial Guards getting you down? Stand where they spawn and burn them down before they even begin attacking.

    So now, not only have we gimped the primary magicka defense mechanism, the side-effect of that is that to make up for that change, we have to run less-optimal builds, thus lowering our damage, thus making it harder to get those first vMA clears in more than one way.

    I'm primarily a stamina DPS PvE player, and I think this change sucks.

    I expect that the class reps meeting today is going to be a bit awkward, because the vast majority of traffic on the forums and Reddit and many Discords I'm in has been nothing but the community taking a giant steaming dump on the developers and the class reps for the past several days.

    You're further adding to my point--damage shields are among the worst types of defense for rookies in vMA, because they do not aid in DPS at all. Perhaps, to your point, the proposed changes will *help* rookies clear vMA because it removes the shield crutch and pushes them more towards the burn strategies you mention.
  • John_Falstaff
    John_Falstaff
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    majulook wrote: »
    Sorry still do not get it, I thought that vMA not supposed to be a easy?

    vMA is also not supposed to be prohibitively hard. I feel really awkward explaining those things to you.
  • Minno
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    I did too. Just use healing ward instead and it's fine. Because that ability works like a shield should.

    works better. resists+minor maim calculate damage before the shield reduces so shields have better efficiency according to the new mitigation math this patch.

    If you run life giver ultimate, enjoy the extra minor resists as well from combat prayer with free healing wards.
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  • Doctordarkspawn
    Doctordarkspawn
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    majulook wrote: »
    I do not understand your complaint?

    You went through vMA with a Sorc on PTS with the current changes, and were successful.

    Which means if he still disagree's with the change, it's because he disagree's based on it's merit. He does not think the change has merit.

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  • majulook
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    majulook wrote: »
    Sorry still do not get it, I thought that vMA not supposed to be a easy?

    vMA is also not supposed to be prohibitively hard. I feel really awkward explaining those things to you.

    So what I hear you saying, is that it is not as easy as it was before, and not as easy as it should be.
    Si vis pacem, para bellum
  • Kanar
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    majulook wrote: »
    Sorry still do not get it, I thought that vMA not supposed to be a easy?

    vMA is also not supposed to be prohibitively hard. I feel really awkward explaining those things to you.

    Nobody who beat vMA for first time on non-magNB or sorc is going to have sympathy for the poor sorcs and their struggles in vMA.
  • Doctordarkspawn
    Doctordarkspawn
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    majulook wrote: »
    majulook wrote: »
    Sorry still do not get it, I thought that vMA not supposed to be a easy?

    vMA is also not supposed to be prohibitively hard. I feel really awkward explaining those things to you.

    So what I hear you saying, is that it is not as easy as it was before, and not as easy as it should be.

    What you hear people seeing seems to be selective.
  • iCaliban
    iCaliban
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    ZOS_MikaS wrote: »
    We have removed some non-constructive comments from this thread. Please keep the discussion on topic and free of insults. Thank you.

    How about you guys make some actually constructive changes to the game. Starting with firing your combat team.

    6+ months we told you that sorcs had sustain issues. And you buff pet sorc sustain? How clueless is management?
    Edited by iCaliban on September 19, 2018 6:44PM
  • John_Falstaff
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    @majulook , @Kanar , ah, you're of that mindset... Well, what can I say. I'm trying to have sympathy for everyone, I suppose we're different in that regard. Thank you for conversation. ^^
  • Kanar
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    @majulook , @Kanar , ah, you're of that mindset... Well, what can I say. I'm trying to have sympathy for everyone, I suppose we're different in that regard. Thank you for conversation. ^^

    The explicit purpose of the shield nerfs is to reduce their effectiveness in both PvP AND PvE. So threads complaining about just that happening seem rather silly don't you think? Especially when those classes still have the tools available to do that content. Plus these posts never mention the buffs, such as shields getting resistance or duration increase, and don't bother building to maximize effectiveness of these changes or adapt and instead just use their build from live.

    Maybe the devs will walk back the cast time nerf but it seems like they would replace it with something else, and that might be even worse.

    If the nerf also highlights how the new trials are overtuned to favor a certain spec, then all the better.
  • Sevn
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    majulook wrote: »
    I do not understand your complaint?

    You went through vMA with a Sorc on PTS with the current changes, and were successful.

    He's a relatively experienced player, and he demonstrated that he was struggling compared to usual runs. New players will struggle too in comparison to what they're usually going through. I thought the point of OP was very simple.

    Actually it looks like what he demonstrated was that he tried to attain the same results with the same build and playstyle.
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  • Akimbro
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    ccfeeling wrote: »
    Cant you cast earlier?

    missing the point here bud
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  • Akimbro
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    Finnaly u will feel like stamina dk doing that arena.. welcome to the club

    This is about magicka people. Stam have their own damage mitigation (blade cloak).

    then do it on magicka dk without hardened ward i did i know how fun it is

    harness/annulment you dodo it affects all mag classes not just sorcs
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  • Alpheu5
    Alpheu5
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    Bfish22090 wrote: »
    Nox_Noir wrote: »
    I can imagine how painful this must have been.
    May I ask what kind of scores you are used to getting on live? This might be relevant for sake of comparison, otherwise people might say that 464k is a decent score and therefore sorc will be fine...

    My score on PTS was about 20K lower than I'd get on Live.

    The content can get done, it's not really the point. It's that the skills impede rather than assist doing so.

    Ok but you are a good player.the casuals that ZOS caters there content towards need shields to survive

    The casuals you speak of are the reason sigils are present in the arena. Those same casuals probably don't give a damn about their score, just the completion.
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  • Drakkdjinn
    Drakkdjinn
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    TIL the easiest class to cheese vMA on might take more effort next patch.

    Oh no!

    They should really put challenging content behind some sort of 'hard' or 'Veteran' mode so that new sorcs know what to stay away from.

    Unplayable. Unsubbed.
  • PocketNova
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    As someone who has only completed VMA once and that was on my mag sorc. I have to say if this change goes through I'll never do it again.

    I completed it with pets, heavy attacks and keeping my shield up all the time.

    It's all well and good for those of you who have VMA memorised, or the more difficult content completely down.

    But for those like me, who need the shields to stay alive, this change will make doing harder content, like VMA, even more impossible/rage quitting worthy than it already is.
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  • Asardes
    Asardes
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    Actually the more I think about the change, the more it makes sense.

    Most skills have between 8-12s duration: Curse is 12s, Elemental Blockade and Liquid Lightning are 10s , Scamp pulse is 8s (if you use the pet). The shield will be 9s, which means it lines up pretty well with those skills, especially considering another 1s cast time. Not only does it last 9s, but also it's also bigger in practice, since resistances now also affect the shield. Considering Elemental Defender, Thick Skinned, Hardy, Ironclad CP already affect it, and you can stack pretty high resistance (ex. 15K physical and 19.5K spell with 5L/1M/1H and 30 CP in Spell Shield and Boundless Storm up which amount to 23% and 30% mitigation respectively). So your shields will be 18-25% bigger than now, depending on your CP and they type of incoming damage. That means, you can just pre-buff by casting shield, otherwise do your normal rotation, and still achieve >90% of your DPS by being completely protected since now the shield is less likely to be downed, unless you literally eat damage on purpose. For example a 17.8K hardened ward (20 CP in Bastion, 42K magicka pool) will be roughly equivalent to about 22-22.5K post patch due to the added resistance. Any player who takes that much damage within 10s should seriously reconsider his play style.
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  • WuffyCerulei
    WuffyCerulei
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    Asardes wrote: »
    Actually the more I think about the change, the more it makes sense.

    Most skills have between 8-12s duration: Curse is 12s, Elemental Blockade and Liquid Lightning are 10s , Scamp pulse is 8s (if you use the pet). The shield will be 9s, which means it lines up pretty well with those skills, especially considering another 1s cast time. Not only does it last 9s, but also it's also bigger in practice, since resistances now also affect the shield. Considering Elemental Defender, Thick Skinned, Hardy, Ironclad CP already affect it, and you can stack pretty high resistance (ex. 15K physical and 19.5K spell with 5L/1M/1H and 30 CP in Spell Shield and Boundless Storm up which amount to 23% and 30% mitigation respectively). So your shields will be 18-25% bigger than now, depending on your CP and they type of incoming damage. That means, you can just pre-buff by casting shield, otherwise do your normal rotation, and still achieve >90% of your DPS by being completely protected since now the shield is less likely to be downed, unless you literally eat damage on purpose. For example a 17.8K hardened ward (20 CP in Bastion, 42K magicka pool) will be roughly equivalent to about 22-22.5K post patch due to the added resistance. Any player who takes that much damage within 10s should seriously reconsider his play style.

    Well, shields will be able to be crit on as well in Murkmire, so sorcs and magicka people are gonna get dunked in 3 seconds, regardless of their resists. Fighting stamina people are not fun, and when they can crit high uppercuts, snipes, and whatnot, we're dead. Casting the shield can be interrupted, and the sorc or person with shield will be as good as dead.
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  • clv
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    code65536 wrote: »
    This is another case of lowering the floor. Go watch videos of people clearing vMA on Live. The competitive players getting 590K or higher rarely use their shield. I know some competitive vMA players who don't even slot a shield on some rounds and use that skill slot for something else. It costs resources and eats up a GCD. Keep in mind that the competitive players have all the spawns memorized and will kill things before they become a threat. For players like that, the shield nerf is largely inconsequential.

    But then you go watch an average player do vMA. These are the people who get around 500K score--good, competent clears, but taking about twice as long as competitive players, and if you ever catch one of those people on video, you'll see that they rely on the shield much more frequently.

    And then you watch people who get first clears or are otherwise struggling through vMA. And they will spam that shield as they get in trouble and try to cling onto life.

    It's funny how @ZOS_RichLambert made narrowing the floor-ceiling gap the centerpiece of their balance changes over the past year and a half, and yet here we are with a nerf that, as far as endgame PvE is concerned, penalizes the floor disproportionately more than the ceiling.

    Anyway, I'm not at all surprised that @swaggasm can get 601K because I know that people pushing past 600K are rarely using their shield anyway. But in a game where the floor and ceiling has gotten only wider in recent patches, this is yet another change that will force that gap even wider.

    I remember my previous strugglebus clears in vMA and oftentimes the shield was a second or less in time to save my life. Given this cast time treading on the line between damage and mitigation for the average player will just mean they'd either die or lean to precasting shields even if unneeded -which, as you say will eat up a GCD and magicka. Not too fond of the change myself despite not running a shield in vMA, because I know what the experience was like before I got good at it. People at similar states of vMA skill should keep in mind what running it was like during the process of refining it, we weren't all perfect and we all definitely made frequent usage of the shields, usage that won't nearly be as effective should this change go through.

    I want to also note that there are numerous "shield and block" mechanics for a careful player to watch for. The shield channel that you can't block in? Good luck with that. Precast the shield and it'll just get eaten up by previous residual damage. I.E. the numerous channeled heavy attacks, stuns, knockups- looking especially at the round 8 lurcher that has no heavy attack warning and just knocks you back for ~10k damage.
    Edited by clv on September 20, 2018 9:25AM
  • BNOC
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    No offence to anyone who is still struggling, but this content was designed around 300CP and the classic gear sets.

    With the extra 500CP (nearly +200%, also frontloaded), new MS, Gear sets and whatever else, you could change shields to be 3s cast time and new players would still be at a significant advantage compared to players at the arenas inception.

    If you went to a new game, you'd learn how to play it in it's current state - You wouldn't be dwelling on the past and whilst I don't agree with the change to shields, new players will learn the arena, as they always have - With or without the change..

    Side note: If they removed the cast time, wouldn't that make the arena even easier for sorcs who rely on shields; with the increased uptime etc?
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  • code65536
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    BNOC wrote: »
    No offence to anyone who is still struggling, but this content was designed around 300CP and the classic gear sets.

    With the extra 500CP (nearly +200%, also frontloaded), new MS, Gear sets and whatever else, you could change shields to be 3s cast time and new players would still be at a significant advantage compared to players at the arenas inception.

    If you went to a new game, you'd learn how to play it in it's current state - You wouldn't be dwelling on the past and whilst I don't agree with the change to shields, new players will learn the arena, as they always have - With or without the change..

    Side note: If they removed the cast time, wouldn't that make the arena even easier for sorcs who rely on shields; with the increased uptime etc?

    When I first beat vMA during the Orsinium patch all those years ago, Annulment only blocked spell damage, so I didn't even use it--I used Healing Ward.

    But why does that matter? We've already established that seasoned vMA players are not going to be hurt by this shield change in vMA, and anyone who cleared vMA back during that original Orsinium patch will fall into that category. "Yay, look at me, I've run that place hundreds of times, including back when it was super hard. I don't care about your plebian concerns."

    This is a bad change overall. And for vMA specifically, it will make things harder for the proverbial floor while not really affecting the ceiling. And in a game where the floor and ceiling grow farther apart each patch, how on earth does anyone justify that such a change would be good for "balance"?
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  • BNOC
    BNOC
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    code65536 wrote: »
    BNOC wrote: »
    No offence to anyone who is still struggling, but this content was designed around 300CP and the classic gear sets.

    With the extra 500CP (nearly +200%, also frontloaded), new MS, Gear sets and whatever else, you could change shields to be 3s cast time and new players would still be at a significant advantage compared to players at the arenas inception.

    If you went to a new game, you'd learn how to play it in it's current state - You wouldn't be dwelling on the past and whilst I don't agree with the change to shields, new players will learn the arena, as they always have - With or without the change..

    Side note: If they removed the cast time, wouldn't that make the arena even easier for sorcs who rely on shields; with the increased uptime etc?

    When I first beat vMA during the Orsinium patch all those years ago, Annulment only blocked spell damage, so I didn't even use it--I used Healing Ward.

    But why does that matter? We've already established that seasoned vMA players are not going to be hurt by this shield change in vMA, and anyone who cleared vMA back during that original Orsinium patch will fall into that category. "Yay, look at me, I've run that place hundreds of times, including back when it was super hard. I don't care about your plebian concerns."

    This is a bad change overall. And for vMA specifically, it will make things harder for the proverbial floor while not really affecting the ceiling. And in a game where the floor and ceiling grow farther apart each patch, how on earth does anyone justify that such a change would be good for "balance"?

    I never said it was good for balance. But are you suggesting removing the 1s cast time, whilst retaining the prior mitigation and longer uptime is balanced? Because that is a massive buff that literally isn't needed in this watered down content.

    Like I said before; New players will learn it as it is, not as it was, the same way we all did at launch and the same way new players have since - This doesn't effect the floor much at all, only the guys in between that have been so reliant upon and familiar with the instant cast.

    The players who are completing the arena today aren't complaining about recovery changes they didn't know about, so it's likely the 'floor' and new players from here on out won't be complaining about shields.
    Edited by BNOC on September 20, 2018 11:28AM
    vMSA - Magplar - Xbox EU - 15/11/16
    578,000 - 36 Minutes 58 Seconds (Top 2 World?)

    vMSA - Magplar - Xbox NA
    569,000 - 40 minutes (350CP, Non optimised runs)
  • code65536
    code65536
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    BNOC wrote: »
    code65536 wrote: »
    BNOC wrote: »
    No offence to anyone who is still struggling, but this content was designed around 300CP and the classic gear sets.

    With the extra 500CP (nearly +200%, also frontloaded), new MS, Gear sets and whatever else, you could change shields to be 3s cast time and new players would still be at a significant advantage compared to players at the arenas inception.

    If you went to a new game, you'd learn how to play it in it's current state - You wouldn't be dwelling on the past and whilst I don't agree with the change to shields, new players will learn the arena, as they always have - With or without the change..

    Side note: If they removed the cast time, wouldn't that make the arena even easier for sorcs who rely on shields; with the increased uptime etc?

    When I first beat vMA during the Orsinium patch all those years ago, Annulment only blocked spell damage, so I didn't even use it--I used Healing Ward.

    But why does that matter? We've already established that seasoned vMA players are not going to be hurt by this shield change in vMA, and anyone who cleared vMA back during that original Orsinium patch will fall into that category. "Yay, look at me, I've run that place hundreds of times, including back when it was super hard. I don't care about your plebian concerns."

    This is a bad change overall. And for vMA specifically, it will make things harder for the proverbial floor while not really affecting the ceiling. And in a game where the floor and ceiling grow farther apart each patch, how on earth does anyone justify that such a change would be good for "balance"?

    I never said it was good for balance. But are you suggesting removing the 1s cast time, whilst retaining the prior mitigation and longer uptime is balanced? Because that is a massive buff that literally isn't needed in this watered down content.

    Like I said before; New players will learn it as it is, not as it was, the same way we all did at launch and the same way new players have since - This doesn't effect the floor much at all, only the guys in between that have been so reliant upon and familiar with the instant cast.

    The same way players who are completing the arena today aren't complaining about recovery changes they didn't know about, the 'floor' and new players from here on out won't be complaining about shields.

    Where did I ever indicate I would support the longer duration if the cast time was removed? And I'm fine with reducing shield strength to compensate for the mitigation that shields are now subject to. The crux of the problem is that cast time makes shields a bad reactive defense. And it's the only reactive defense that has a cast time. I'm not sure why all that is flying over your head.
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  • doc_ketamine
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    The argument that new players will find it harder to play I simply cannot agree with. Sure new players will struggle with VMA, that is going to happen regardless of what class/resource they are on. New players have the advantage though that they are not set in their minds trying to use a cast time skill as and instant last second prayer for surviving.

    You are just plain wrong, Toc, and your comment shows how out of touch the elite can be with new players' perspective. I have been playing for 6 months, have done all of the trials and vet dungeons, and can solo most normal dungeons. I'm no idiot when it comes to mechanics. I have a toon of nearly every class and style. I chose a magsorc pet build to LEARN the vMA mechanics and gave up after 40 hours of attempts, having only made it to round 9 final boss stage. This was over 2 weeks of attempts.

    My hope was to gain some CP (I was at 480 then, am ~600 now) and come back. Now, I have to hope I can get it done ONCE before this nerf comes to the live server.


    I'm not a nub but am not elite. I hope one day to do vet trials. But with the coming magsorc nerfs - especially the shield which saved literally dozens of attempts - it's likely I'll give up on my hope of getting Maelstrom equipment.
  • codestripper
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    Here is a rundown of my last score on Live this patch, vs my best score on PTS (after about 5 runs).
    PTS:
    Score - 575323
    Live:
    Score - 582413

    My difference is about 7k. A few things I've noticed while running though:
    - Rotations feel a lot less fluid
    - Movement in general is impaired due to channeling (sometimes at very inconvenient times)
    - Noticed that even though my animation would fire, at certain times the shield would not
    - I'd say that the biggest difference is in time. It's just simply not efficient to run a shield due to the cast time (which definitely feels like more than 1 second). You simply cannot achieve the same scores as the Live server relying on only a shield and pet heal for survivability.

    It seems the only answer now (as others have mentioned) is to just drop the shield altogether and switch to surge. It's really not a change that I'm completely excited about but I can live with it. It just kinda sucks in my opinion that after 3 1/2 years of playing this pet sorc I now have to change my play-style and rely on healing just like my stam sorc. Honestly might just keep working on my stam account, at least i'll at least have more burst damage for higher scores.

    I'd also like to point out that the sustain buff to pet sorcs makes 0 sense. I can literally parse a 25million dummy on live at 43k dps with full sustain at the end of the parse.
    Since everyone seems to be doing this,
    DPS Builds:
    - Magicka Sorcerer (Pet) [Flawless Conqueror @ 565CP] - 582k
    - Magicka Nightblade [Flawless Conqueror @ 780CP] - 575k
    - Stamina Sorcerer [Flawless Conqueror @ 420CP] - 560k
    - Magicka Classless [Flawless Conqueror @ 810CP] - 540k
    - Magicka Templar [Stormproof] - 550k
    - Magicka Warden [Stormproof] - 510k
    - Stamina Templar [In Development]
    - Stamina DK [In Development]
    - Stamina NB [Under 50]
  • Kolache
    Kolache
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    I'd also like to point out that the sustain buff to pet sorcs makes 0 sense. I can literally parse a 25million dummy on live at 43k dps with full sustain at the end of the parse.

    lol I thought the same thing when I read those notes about pet sorc. Yo dawg, we heard you liked sustain, so we gave you more sustain to sustain your sustain.
    Something being unbalanced in 1v1 does not imply that it is balanced in group play.
  • Izaki
    Izaki
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    I did too. Just use healing ward instead and it's fine. Because that ability works like a shield should.

    Using a Resto staff in vMA is just such a massive DPS loss though... For scores, its not really an option

    That being said, shields are barely needed in vMA when you're going for scores anyway soooo yeah
    @ Izaki #PCEU
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