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Shield changes affect PvE in a bad way

Drummerx04
Drummerx04
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So I feel like ZoS doesn't understand how much damage actually comes out in their own content. So here is a death recap from my addon (in signature) that shows exactly what killed your group.
Screenshot_20180919_214931.png

So within the span of 0.7 seconds I took about 16k damage from dots and one direct attack from the orb kill. This is the casual damage that comes in during +3 vCR. so in the span of 1 gcd I took basically my entire health bar worth of damage and this level of damage is almost constant.

Please @ZOS_GinaBruno explain how I should cast my shield in anticipation of damage when there is constant lethal levels of damage that hit faster than 1 second?

I'll amend this post with more screenshots of massive spikes in damage in < 1s

Edit: Another good spike example
Screenshot_20180919_231540.png
Edited by Drummerx04 on September 20, 2018 3:17AM
PC/NA - Nightfighters, Raid Leader and Officer
Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
Lilith Tortorici - DC templar trials healer

Notable Completions:
vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

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  • leepalmer95
    leepalmer95
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    Well the cast time is 100% intended for pve.

    But yeah they don't play their own game.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Tannus15
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    Great post which demonstrates in a meaningful way the problems with this change.
  • ecru
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    Yeah I've brought this up in a few other threads. Outgoing damage in vCR+3 is extremely high, and if you add it on top of completely unavoidable damage (Siroria's flare) that can't even be shielded through, it's a recipe for random one-shots without shields. During vCR+3 I typically try to shield or at least block for the psijic shield during this mechanic because things can get dicey, and I run a health glyph.

    Stamina isn't going to be able to step into these magicka spots, and healers are not going to feel more useful when people start getting one shot--they're going to feel helpless, and no healer I know likes watching people die from damage that couldn't be avoided.

    Other areas during vCR to consider is the portal phase on Zmaja where one dps can be hit by three orbs at once. This isn't particularly common, but it does happen and it means about 16k incoming damage until those orbs are picked up and ran. Two orbs will be ~11k. Instant cast shields here are incredibly valuable and I know for sure I would have died many, many more times in that phase without them. When you're pressed for time like that, you also don't have the extra time for a 1 second cast to mitigate damage.
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  • Drummerx04
    Drummerx04
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    ecru wrote: »
    Yeah I've brought this up in a few other threads. Outgoing damage in vCR+3 is extremely high, and if you add it on top of completely unavoidable damage (Siroria's flare) that can't even be shielded through, it's a recipe for random one-shots without shields. During vCR+3 I typically try to shield or at least block for the psijic shield during this mechanic because things can get dicey, and I run a health glyph.

    Stamina isn't going to be able to step into these magicka spots, and healers are not going to feel more useful when people start getting one shot--they're going to feel helpless, and no healer I know likes watching people die from damage that couldn't be avoided.

    Other areas during vCR to consider is the portal phase on Zmaja where one dps can be hit by three orbs at once. This isn't particularly common, but it does happen and it means about 16k incoming damage until those orbs are picked up and ran. Two orbs will be ~11k. Instant cast shields here are incredibly valuable and I know for sure I would have died many, many more times in that phase without them. When you're pressed for time like that, you also don't have the extra time for a 1 second cast to mitigate damage.

    Defile blast is going to be fun in vAS +2.

    Edit: ZOS this was sarcasm. I obviously mean that even more people will get one shot.
    Edited by Drummerx04 on September 20, 2018 4:30AM
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
    vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

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  • kadar
    kadar
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    Please @ZOS_GinaBruno explain how I should cast my shield in anticipation of damage when there is constant lethal levels of damage that hit faster than 1 second?

    That is not a constant damage level. It's a dmg spike specific to when orbs die + frost. There is a telegraphed mechanic string that leads to that damage recap.

    There isn't much point in discussing the cast time on the 2 shields in isolation, because the cast time change wasn't/won't be made by itself either. That damage with be mitigated by your 20k+ spell resist and/or the shield you cast during the last transition to zmaja's tail.
    Edited by kadar on September 20, 2018 4:43AM
  • Gilvoth
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    maybe now sorcerers will see and understand how much damage the rest of us (especially nightblades) have been dealt,
    as none of us can have stacked shields like you guys have had since Launch 5+ years ago.
    welcome to what it is like for us normal people.
  • Drummerx04
    Drummerx04
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    maybe now sorcerers will see and understand how much damage the rest of us (especially nightblades) have been dealt,
    as none of us can have stacked shields like you guys have had since Launch 5+ years ago.
    welcome to what it is like for us normal people.

    No end game sorc stacks shields in PvE. You are in the wrong thread.
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
    vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

    Original Addons:
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  • Sigtric
    Sigtric
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    Drummerx04 wrote: »
    maybe now sorcerers will see and understand how much damage the rest of us (especially nightblades) have been dealt,
    as none of us can have stacked shields like you guys have had since Launch 5+ years ago.
    welcome to what it is like for us normal people.

    No end game sorc stacks shields in PvE. You are in the wrong thread.

    Yep. You don't have room for shield stacking a sorc in trials. Hell I barely get by being able to use harness Magicka on all of my mag toons but it's a necessity.

    It's going to be hell on new players and less experienced raiders

    Stormproof: Vibeke - 50 EP mDragonknight | Savi Dreloth - 50 EP Magsorc | Sadi Dreloth - 50 EP Magblade | Sigtric Stormaxe - 50 EP Stamsorc | Valora Dreloth - 50 EP Magplar | Sigtric the Unbearable 50 EP Stam Warden
    Scrub: Chews-on-Beavers - 50 EP DK Tank | Vera the Wild - 50 EP magicka Warden | Sigtric the Axe - 50 EP Dragonknight Crafter | Sigtric the Blade - 50 EP Lost Nightblade | Sigtric the Savage - 50 EP magicka Templar | Vibeka Shadowblade - 50 Ep Stealthy Ganky Nightblade |

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  • ruikkarikun
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    Thanks for good example. Maybe you can record short video moments also to demonstrate devs how it is bad now on PTS.


    @ZOS_GinaBruno shield casting delay make dynamic game extreme slow and pointless. When you need to cast shield you "interrupt"fight, but enemies (both PVE mobs, or PVP players won't give you any chance).

    This ridioculus change must be reverted. You can make shield not able to stack, why you need destroy fun of game insted?
    Just make them not able to stack more then one.
  • Drummerx04
    Drummerx04
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    Please @ZOS_GinaBruno explain how I should cast my shield in anticipation of damage when there is constant lethal levels of damage that hit faster than 1 second?

    That is not a constant damage level. It's a dmg spike specific to when orbs die + frost. There is a telegraphed mechanic string that leads to that damage recap.

    There isn't much point in discussing the cast time on the 2 shields in isolation, because the cast time change wasn't/won't be made by itself either. That damage with be mitigated by your 20k+ spell resist and/or the shield you cast during the last transition to zmaja's tail.

    Those 20k resists are only likely to be that high on a mNB or magplar. Other classes don't have the resist buffs as a part of their rotations... nor do they have space on their bars. And even then, the shields will be shredded within a few seconds.

    Yes, you can kind of predict when some of this damage will occur, but the whole point is that healers will be losing people whenever they switch to their back bar to cast some buffs. These dots are huge, and all it takes is a stun in group and you'll pretty much be guaranteed dead. Currently you can maybe break free and shield in time, but often the dots kill you before that can happen.

    Sure, the top groups will find a way to clear, hell even my group will probably clear, but that doesn't mean the changes aren't bad changes. I imagine a bunch of healers are going to feel like spring bots because using anything else may lead to someone getting spiked to death before they can be healed.

    Edit: You can also see that the malicious spike hit right at the end, if I had casted a shield the instant my previous shield faded, I would have taken the extra 10k+ fatal damage before the shield even went off. And
    Edited by Drummerx04 on September 20, 2018 5:04AM
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
    vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

    Original Addons:
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  • kadar
    kadar
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    Drummerx04 wrote: »
    Please @ZOS_GinaBruno explain how I should cast my shield in anticipation of damage when there is constant lethal levels of damage that hit faster than 1 second?

    That is not a constant damage level. It's a dmg spike specific to when orbs die + frost. There is a telegraphed mechanic string that leads to that damage recap.

    There isn't much point in discussing the cast time on the 2 shields in isolation, because the cast time change wasn't/won't be made by itself either. That damage with be mitigated by your 20k+ spell resist and/or the shield you cast during the last transition to zmaja's tail.

    Those 20k resists are only likely to be that high on a mNB or magplar. Other classes don't have the resist buffs as a part of their rotations... nor do they have space on their bars. And even then, the shields will be shredded within a few seconds.

    Yes, you can kind of predict when some of this damage will occur, but the whole point is that healers will be losing people whenever they switch to their back bar to cast some buffs. These dots are huge, and all it takes is a stun in group and you'll pretty much be guaranteed dead. Currently you can maybe break free and shield in time, but often the dots kill you before that can happen.

    Sure, the top groups will find a way to clear, hell even my group will probably clear, but that doesn't mean the changes aren't bad changes. I imagine a bunch of healers are going to feel like spring bots because using anything else may lead to someone getting spiked to death before they can be healed.
    On resists, the meta will change. You're describing situations on live and adding a cast time onto those situations. Warden healers/tanks/dps (all of which will be viable due to other planned changes) can buff entire groups to that resistance level.

    I've been farming +1 and +2 for gear on my stamblade (no shield or cloak) and progressing in +3. These changes remove the "oh ***" button for the current meta and opens up a whole ton of new opportunity for depth and diversity in this game. Like you said, we'll clear. Maybe my perspective comes from being a stam main for so long-- I remember being shocked how easy it was to stay alive when I first started playing mag after 1 Tamriel. Here's some copypasta I just typed in another thread:
    • Bastion (red tree) will now be relevant in PVE and be more useful in PVP because of the buffed shield duration.
    • Healers become relevant in 4-man content and have increased responsibility in trials.
    • Evasion sets may have a place in the end-game healing community as a damage mitigation solution. Magblades can just slot Mirage and have better survivablity than stamblades do now on live.
    • Damage shield use in, well any content, will require a measure of planning/forethought/strategy instead of being a brain dead "oh ***" button.
    • These changes are an absolute massive buff to tank survivablity, this has a lot of potential implications.
  • Liofa
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    Imagine a progression group in Warrior Starfall or Meteor kiting on Rakkhat. This is absurd to be honest.
  • Qbiken
    Qbiken
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    Liofa wrote: »
    Imagine a progression group in Warrior Starfall or Meteor kiting on Rakkhat. This is absurd to be honest.

    I'm having content like vAS+2 or vCR+X in mind. In vAS for example it's not uncommon to get the poison cone + another source of damage on you. And in my experience you need to block each tick of the poison cone or you'll most likely die, with or without a healer focusing on healing you. Being able to recast harness or hardened ward between each tick is more or less essential to be sure that you stay alive.
    The cast time needs to go.
    maybe now sorcerers will see and understand how much damage the rest of us (especially nightblades) have been dealt,
    as none of us can have stacked shields like you guys have had since Launch 5+ years ago.
    welcome to what it is like for us normal people.

    Name one PvE content/instance aside from cloudrest +3 or vAS + 2 (btw, stamina is perfectly fine there if you know what you're doing, there are many examples of that) where you are more exposed as a stamina player (I assume you are talking about stamblade since Magblade survivability is ez mode)? Short answer: none
  • Gnozo
    Gnozo
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    maybe now sorcerers will see and understand how much damage the rest of us (especially nightblades) have been dealt,
    as none of us can have stacked shields like you guys have had since Launch 5+ years ago.
    welcome to what it is like for us normal people.

    Btw, MagNB´s also stacks shields. Healing Ward + Harness. Where is your point?
  • Gilvoth
    Gilvoth
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  • Drummerx04
    Drummerx04
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    So every post you've made for the past week has been leading up to gaining support for your "don't nerf cloak" thread? You can't use such trolling techniques on the forums, because ZOS doesn't understand trolling at all. They just think you supported all of their nerfs...

    I don't push to have cloak changed in overall utility or nerfed for stacking cost, but it would be nice if cloak only guaranteed crits on damage skills, and not healing.

    There have been very few nerfs if any that I've ever requested or broadly supported, with the main exception being shieldbreaker for obvious reasons. Minor tweaks like low % cost increases, duration reductions, damage tweaks, etc I'm normally more okay with.

    I think removing all of the stuns from class skills was probably one of the most screwed up things until the murk notes.
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
    vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

    Original Addons:
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    Bot Scanner 2000
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    Kill Counter
  • Dymence
    Dymence
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    If they're really gonna shove this cast time on shields down our throats, they'll have to adjust every single piece of new veteran content, the dungeon DLCs and the last two trials. There are times in vCR +3 where you have the hoarfrost mechanic on you (which puts an insane healing debuff on you) and get hit by several malicious strikes from orbs with a stacked dark drain on you. Even if you have a shield up, it will melt away in a few miliseconds and no amount of healing will save you if you aren't able to spam your shield. Similar situations in vAS +2 with defiling blast shenanigans.

    They have pushed shields onto us with their own content design. Shields were never a thing in craglorn trials in the old days. Taking away shields (which a 1 second cast time is essentially doing) will break their own content. Top groups will likely still be able to clear but this is 0.1% of the playerbase (if not less as there are like 5~ competitive groups). The raiding community is painfully small as it is and it is often difficult to find players for new raid groups. A change like this will be the nail in the coffin for most casual progression groups.
  • usmcjdking
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    Dymence wrote: »
    If they're really gonna shove this cast time on shields down our throats, they'll have to adjust every single piece of new veteran content, the dungeon DLCs and the last two trials. There are times in vCR +3 where you have the hoarfrost mechanic on you (which puts an insane healing debuff on you) and get hit by several malicious strikes from orbs with a stacked dark drain on you. Even if you have a shield up, it will melt away in a few miliseconds and no amount of healing will save you if you aren't able to spam your shield. Similar situations in vAS +2 with defiling blast shenanigans.

    They have pushed shields onto us with their own content design. Shields were never a thing in craglorn trials in the old days. Taking away shields (which a 1 second cast time is essentially doing) will break their own content. Top groups will likely still be able to clear but this is 0.1% of the playerbase (if not less as there are like 5~ competitive groups). The raiding community is painfully small as it is and it is often difficult to find players for new raid groups. A change like this will be the nail in the coffin for most casual progression groups.

    TBH the first and easiest solution to this problem is to raise the group cap.
    Edited by usmcjdking on September 20, 2018 11:35PM
    0331
    0602
  • Dymence
    Dymence
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    usmcjdking wrote: »
    Dymence wrote: »
    If they're really gonna shove this cast time on shields down our throats, they'll have to adjust every single piece of new veteran content, the dungeon DLCs and the last two trials. There are times in vCR +3 where you have the hoarfrost mechanic on you (which puts an insane healing debuff on you) and get hit by several malicious strikes from orbs with a stacked dark drain on you. Even if you have a shield up, it will melt away in a few miliseconds and no amount of healing will save you if you aren't able to spam your shield. Similar situations in vAS +2 with defiling blast shenanigans.

    They have pushed shields onto us with their own content design. Shields were never a thing in craglorn trials in the old days. Taking away shields (which a 1 second cast time is essentially doing) will break their own content. Top groups will likely still be able to clear but this is 0.1% of the playerbase (if not less as there are like 5~ competitive groups). The raiding community is painfully small as it is and it is often difficult to find players for new raid groups. A change like this will be the nail in the coffin for most casual progression groups.

    TBH the first and easiest solution to this problem is to raise the group cap.

    How would this solve anything? You can barely find enough people currently to form a solid 12 player core raiding group. And more people aren't going to make you tankier.
  • WrathOfInnos
    WrathOfInnos
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    Good example, I see this all the time in vCR. Add in a few Yaghra ticks at 6k+, and the fact that you have to stack on flares for 10-11k hits, maybe a few small ice and overload ticks (usually 1-2 go out before someone can stop the damage). There are times when I am spamming Empowered Ward, and the entire shield is being eaten away from just sphere DoTs faster than I can refresh it.

    The cast time change is nonsense, please revert.
  • usmcjdking
    usmcjdking
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    Dymence wrote: »
    usmcjdking wrote: »
    Dymence wrote: »
    If they're really gonna shove this cast time on shields down our throats, they'll have to adjust every single piece of new veteran content, the dungeon DLCs and the last two trials. There are times in vCR +3 where you have the hoarfrost mechanic on you (which puts an insane healing debuff on you) and get hit by several malicious strikes from orbs with a stacked dark drain on you. Even if you have a shield up, it will melt away in a few miliseconds and no amount of healing will save you if you aren't able to spam your shield. Similar situations in vAS +2 with defiling blast shenanigans.

    They have pushed shields onto us with their own content design. Shields were never a thing in craglorn trials in the old days. Taking away shields (which a 1 second cast time is essentially doing) will break their own content. Top groups will likely still be able to clear but this is 0.1% of the playerbase (if not less as there are like 5~ competitive groups). The raiding community is painfully small as it is and it is often difficult to find players for new raid groups. A change like this will be the nail in the coffin for most casual progression groups.

    TBH the first and easiest solution to this problem is to raise the group cap.

    How would this solve anything? You can barely find enough people currently to form a solid 12 player core raiding group. And more people aren't going to make you tankier.

    Yes, they can absolutely make you tankier. Raising the cap to 16 players from 12 is legitimately 8 support sets and helms if so desired. I don't feel the need to address sets that provide significant group damage mitigation, as I'm sure you're aware of quite a few, but a lot of PVE woes can be resolved by raising the player cap for trials.
    0331
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