The_Outsider wrote: »The shield changes are not equivalent to changing dodge roll. Everyone can dodge roll, and it's not tied to a GCD. There are 2 shields that will have a cast time. 2 shields that have a more proactive function, and....what 10 others from various sources that are instant, proc'd or w/e.The_Outsider wrote: »I've been seeing a lot of posts using this same line of reasoning.
"Everyone freaked-out during X nerf in the past (typically M'wind sustain nerfs), therefore we can extrapolate that people are also overreacting now."
Do the people posting this drivel not realise how ass-backwards their logic is?
People aren't a bunch of linear data points on a graph—they live and they learn. We got through the blocking nerfs, the sustain nerfs, and we learned that changes of that magnitude are survivable.
The very fact that people, already desensitised to previous such nerfs, are still deeply worried about the planned changes is strong indication that this is like nothing we've seen before.
So cut it with the extrapolation crap and address the actual arguments. You just look like a condescending fool otherwise.
To be fair, the crowd against the planned changes doesn't put forth any actual arguments either. Cast time is bad because: *states hypothetical situation where one would die on live without insta cast shield*, is not a good point.
I'd need both hands to count the number of people I've discussed this with that are not even aware of all of the changes relevant to this discussion, yet have an expert opinion on why the cast time needs to be reverted... It's discouraging to say the least.
If you want an argument for why its bad I'll give you one. The change completely flies in the face of the way the game is designed. Every form of active damage mitigation is reactionary, the enemy does X, you do Y. Block, roll dodging, ranging/stepping of stupid, and shielding are reactionary and the game has been designed with this reactionary playstyle in mind. Now suddenly with shields requiring a cast time shielding is no longer viable as a reactionary defense, you now have to be proactive and anticipate what an enemy is going to do ahead of time, which is not how the game has been played up until now. Putting cast time on shields is the equivalent of changing roll dodge so that you have to dodge before the attack even occurs to avoid the damage, its absurd.
If shields are over performing there are so many better ways to deal with it, lowering their values, making them unstackable, adding a streak/roll dodge style cost increase, the list could go on.
ALL shields will also be anywhere from 20-50% more potent on average (in PVE), potentially more now that the added duration allows for effective points to be spent in bastion.
And THANK YOU for arguing lol. This kind of dialogue is required (one would hope) steer ZOS in the right direction, especially in contrast to the knee-jerk outrage posts that are so common atm.
The_Outsider wrote: »Seems like you're coming from a bit of a PVP perspective. I admit, I much less of an idea how the PVP situation will play out-- none of my PVP builds, mag or stam, are dependent on Ward or Harness. ZOS has taken 1 step to that end and announced making those 2 abilities immune to interrupts. It's also worth considering that every stamina build is receiving average of 15% mitigation nerf at the loss of passive dodge chance.The_Outsider wrote: »The shield changes are not equivalent to changing dodge roll. Everyone can dodge roll, and it's not tied to a GCD. There are 2 shields that will have a cast time. 2 shields that have a more proactive function, and....what 10 others from various sources that are instant, proc'd or w/e.The_Outsider wrote: »I've been seeing a lot of posts using this same line of reasoning.
"Everyone freaked-out during X nerf in the past (typically M'wind sustain nerfs), therefore we can extrapolate that people are also overreacting now."
Do the people posting this drivel not realise how ass-backwards their logic is?
People aren't a bunch of linear data points on a graph—they live and they learn. We got through the blocking nerfs, the sustain nerfs, and we learned that changes of that magnitude are survivable.
The very fact that people, already desensitised to previous such nerfs, are still deeply worried about the planned changes is strong indication that this is like nothing we've seen before.
So cut it with the extrapolation crap and address the actual arguments. You just look like a condescending fool otherwise.
To be fair, the crowd against the planned changes doesn't put forth any actual arguments either. Cast time is bad because: *states hypothetical situation where one would die on live without insta cast shield*, is not a good point.
I'd need both hands to count the number of people I've discussed this with that are not even aware of all of the changes relevant to this discussion, yet have an expert opinion on why the cast time needs to be reverted... It's discouraging to say the least.
If you want an argument for why its bad I'll give you one. The change completely flies in the face of the way the game is designed. Every form of active damage mitigation is reactionary, the enemy does X, you do Y. Block, roll dodging, ranging/stepping of stupid, and shielding are reactionary and the game has been designed with this reactionary playstyle in mind. Now suddenly with shields requiring a cast time shielding is no longer viable as a reactionary defense, you now have to be proactive and anticipate what an enemy is going to do ahead of time, which is not how the game has been played up until now. Putting cast time on shields is the equivalent of changing roll dodge so that you have to dodge before the attack even occurs to avoid the damage, its absurd.
If shields are over performing there are so many better ways to deal with it, lowering their values, making them unstackable, adding a streak/roll dodge style cost increase, the list could go on.
ALL shields will also be anywhere from 20-50% more potent on average (in PVE), potentially more now that the added duration allows for effective points to be spent in bastion.
And THANK YOU for arguing lol. This kind of dialogue is required (one would hope) steer ZOS in the right direction, especially in contrast to the knee-jerk outrage posts that are so common atm.
The problem here is all of those reactionary shields you mentioned are pitifully small as it is. And now, with the addition of crit damage and resistances on the shields, they are going to be even weaker. Why? Because penetration is going to completely negate the resistances on the shield for most light armor builds. And sorc/light armor builds are going to have to build to be more tanky which decreases the amount of max magicka they can attain which decreases the strength of already tiny shields. So the added mitigation is gone due to penetration, and now that damage can crit on a shield.
So take healing ward for example. Let's say you are lucky to have a 10K shield before battle spirit. That shield is now 5K. A nightblade comes along and hits you with incap from cloak which is a guaranteed crit. You take 10K damage (more likely more) and you are now stunned. You break free, but before you have done that you took a 3K light attack and a 5K surprise attack. So now you are at or below 5K health on most light armor builds. You pop healing ward for a 5K shield and then attempt to hit that 1 second delayed hardened ward... During that 1 second of uselessness, the nightblade hits you with a 10K (that's being conservative) impale that rips right through your tiny, worthless shield, ignores the fact that you are just standing in a channel for a second, and kills you.
And that "hypothetical" attack is one that happens on live all of the time. And for the most part it can be survived with timing and quick response. With the cast time change to shield, this will never be survivable. Or, at least, it will never be survivable on a mag sorc build that could kill anything. Because in order to survive those types of attacks, or really any attacks, Mag sorcs are going to have to add a defensive set to their build. But mag sorcs already struggle with damage output and sustain in live while running 2 damage sets or 1 damage set and 1 sustain set. If you have to replace either one of those options, sorcs become useless and will struggle to kill anything outside of Xv1.
The_Outsider wrote: »We know when lethal mechanics are coming. If we don't know, we learn. We literally have addons that count down from 5 when specific mechanics will occur (vAS/vCR).The_Outsider wrote: »I've been seeing a lot of posts using this same line of reasoning.
"Everyone freaked-out during X nerf in the past (typically M'wind sustain nerfs), therefore we can extrapolate that people are also overreacting now."
Do the people posting this drivel not realise how ass-backwards their logic is?
People aren't a bunch of linear data points on a graph—they live and they learn. We got through the blocking nerfs, the sustain nerfs, and we learned that changes of that magnitude are survivable.
The very fact that people, already desensitised to previous such nerfs, are still deeply worried about the planned changes is strong indication that this is like nothing we've seen before.
So cut it with the extrapolation crap and address the actual arguments. You just look like a condescending fool otherwise.
To be fair, the crowd against the planned changes doesn't put forth any actual arguments either. Cast time is bad because: *states hypothetical situation where one would die on live without insta cast shield*, is not a good point.
I'd need both hands to count the number of people I've discussed this with that are not even aware of all of the changes relevant to this discussion, yet have an expert opinion on why the cast time needs to be reverted... It's discouraging to say the least.
oh alright i have no problem with the 1sec cast time -- if all the raid bosses will signal their big attacks 1.3 seconds earlier than they do now.
1 sec to compensate for the nerf, 0.3 sec to compensate for the lag
If as an endgame raider you are only becoming aware a incoming lethal strike less than 1 second before it happens you are already doing it wrong-- putting unnecessary strain on your healers and your own sustain. Most end-game damage is best avoided, not shield spam reacted to.
inb4 someone lists llothis cone or starfall again, therefore we can't have a 1s cast time.
... was when we removed stam recovery from blocking. Remember all those threads? The crying in every post? PVE is dead, RIP tanks, unsubbing, etc? I'm glad ZOS stuck to their guns and pushed that through because the game is better for it. I like that change and I still do, and I play a tank.
I like the Murkmire changes and I hope they do the same here, and not buckle to pressure. I'm quite happy with the changes.
I don't play a Sorc but I think Sorcs have had an easy ride in both pve and pvp for a long time, vMA as a perfect example. I hope these changes go through. I get people are emotionally attached to both their characters and their playstyles but an MMO is constantly evolving, and that means we have to evolve and adapt as players. Otherwise, we're just playing single player. If you never had to change gear, change specs, adapt playstyles, why would you keep playing? Where is the sense of progression?
Shinshadow wrote: »The last time the community got massively upset, was with the sustain nerf on the Morrowind update.
The_Outsider wrote: »We know when lethal mechanics are coming. If we don't know, we learn. We literally have addons that count down from 5 when specific mechanics will occur (vAS/vCR).The_Outsider wrote: »I've been seeing a lot of posts using this same line of reasoning.
"Everyone freaked-out during X nerf in the past (typically M'wind sustain nerfs), therefore we can extrapolate that people are also overreacting now."
Do the people posting this drivel not realise how ass-backwards their logic is?
People aren't a bunch of linear data points on a graph—they live and they learn. We got through the blocking nerfs, the sustain nerfs, and we learned that changes of that magnitude are survivable.
The very fact that people, already desensitised to previous such nerfs, are still deeply worried about the planned changes is strong indication that this is like nothing we've seen before.
So cut it with the extrapolation crap and address the actual arguments. You just look like a condescending fool otherwise.
To be fair, the crowd against the planned changes doesn't put forth any actual arguments either. Cast time is bad because: *states hypothetical situation where one would die on live without insta cast shield*, is not a good point.
I'd need both hands to count the number of people I've discussed this with that are not even aware of all of the changes relevant to this discussion, yet have an expert opinion on why the cast time needs to be reverted... It's discouraging to say the least.
oh alright i have no problem with the 1sec cast time -- if all the raid bosses will signal their big attacks 1.3 seconds earlier than they do now.
1 sec to compensate for the nerf, 0.3 sec to compensate for the lag
If as an endgame raider you are only becoming aware a incoming lethal strike less than 1 second before it happens you are already doing it wrong-- putting unnecessary strain on your healers and your own sustain. Most end-game damage is best avoided, not shield spam reacted to.
inb4 someone lists llothis cone or starfall again, therefore we can't have a 1s cast time.
... was when we removed stam recovery from blocking. Remember all those threads? The crying in every post? PVE is dead, RIP tanks, unsubbing, etc? I'm glad ZOS stuck to their guns and pushed that through because the game is better for it. I like that change and I still do, and I play a tank.
I like the Murkmire changes and I hope they do the same here, and not buckle to pressure. I'm quite happy with the changes.
I don't play a Sorc but I think Sorcs have had an easy ride in both pve and pvp for a long time, vMA as a perfect example. I hope these changes go through. I get people are emotionally attached to both their characters and their playstyles but an MMO is constantly evolving, and that means we have to evolve and adapt as players. Otherwise, we're just playing single player. If you never had to change gear, change specs, adapt playstyles, why would you keep playing? Where is the sense of progression?