- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Guess the new meta for pve dps will be stamina ranged builds. Bow-Bow.
LadyNalcarya wrote: »
If it continues like this, the players who celebrate this nerf will just become the next target. They dont seem to realize this, but "revenge" is not a valid argument when it comes to game balance.
Their happiness will be short-lived. Thsi soldier of anguish set is gonna harass newbies much harder than any magsorc.
LadyNalcarya wrote: »
If it continues like this, the players who celebrate this nerf will just become the next target. They dont seem to realize this, but "revenge" is not a valid argument when it comes to game balance.
Their happiness will be short-lived. Thsi soldier of anguish set is gonna harass newbies much harder than any magsorc.
MLGProPlayer wrote: »Dodging and blocking requires stamina and stamina regen, which magicka classes don't have.
Magicka classes had shields before, which consumed magicka. With shields being effectively removed from the game, we are defenseless.
Sorc - streak into ward (even if they bash the first one u have 6 seconds for the next)
templar - purge + heal, don't use wards much anyway but cc into ward if u want
magblade - cloak or shade both give u separation and time to ward
warden - kinda screwed with this one since they lack a good cc or sure evasion but they have great sustained healing to help
them not get into a bad situation
dragonknight - so many heal options if played well/doesn't have harsh dependency on wards.
All of the above: healing ward doesn't have a cast time so it still makes a great emergency ward.
ps. Wards weren't removed, they just made it so spamming them doesn't all of a sudden turn u into a tank with no need to spec into survivability.
Didn't you get the memo?
They're not.
MLGProPlayer wrote: »Dodging and blocking requires stamina and stamina regen, which magicka classes don't have.
Magicka classes had shields before, which consumed magicka. With shields being effectively removed from the game, we are defenseless.
Sorc - streak into ward (even if they bash the first one u have 6 seconds for the next)
templar - purge + heal, don't use wards much anyway but cc into ward if u want
magblade - cloak or shade both give u separation and time to ward
warden - kinda screwed with this one since they lack a good cc or sure evasion but they have great sustained healing to help
them not get into a bad situation
dragonknight - so many heal options if played well/doesn't have harsh dependency on wards.
All of the above: healing ward doesn't have a cast time so it still makes a great emergency ward.
ps. Wards weren't removed, they just made it so spamming them doesn't all of a sudden turn u into a tank with no need to spec into survivability.
Narvuntien wrote: »Having a healer..
Narvuntien wrote: »Having a healer..
Yes, great point.
I think it has something to do with the Psijic skill line, where you have an instant shield upon blocking. Maybe the developers noticed the massive absorption it provides in combination with various other shields and figured it was too powerful.
So finally something that encourages more groups to actually have healers as it was intended, imagine that! This role was looked down upon a long time anyway, maybe it will have some nice effect in the long run after all.
MLGProPlayer wrote: »Narvuntien wrote: »Having a healer..
Yes, great point.
I think it has something to do with the Psijic skill line, where you have an instant shield upon blocking. Maybe the developers noticed the massive absorption it provides in combination with various other shields and figured it was too powerful.
So finally something that encourages more groups to actually have healers as it was intended, imagine that! This role was looked down upon a long time anyway, maybe it will have some nice effect in the long run after all.
I didn't know healers can heal through 1-shot mechanics. You learn something new everyday.
Mystrius_Archaion wrote: »
Mystrius_Archaion wrote: »
I am totally going to melt those 60 million health points bosses on my sorc, before they kill me!
At first my thoughts on 1 second cast time were positive. Because we have all seen socr tank vet bosses because of shields. They are strong in PVP. It is too easy to spam a 7-10k shield in no cp PVP environments.
After some thought, {like 30 seconds} I quickly remember that cast time skills in general are not fun to play. If I remember correctly the reason they removed the cast time from healing ritual is because no one used it.
In the end I am torn about the shield changes. On one hand I can see the need for it but on the other I have problem with it. It will diffidently be a change and learning curve.
Something does need to be done about shields in general and not just sorc shields but all light armor shields. But cast times is not the way to do. I would like to hope and believe that ZOS is smart enough to realize this and come with another way to address shields rather than a cast time.
I am not smart enough to know what to do but maybe cut they’re effective by 50% or double their cost or both. After all they did double the cost for healing ritual. Or maybe increase the cost to spam the skill like bolt escape. One idea I like is a longer cool down before the skill can be used again. Example is 6 second shield cannot be cast again for 3 seconds or a 14 second shield cannot be cast again after 7 seconds…etc. This way you can still have an instant shield if needed but cannot be spammed.
In the end to those that say they will quit or leave I hope you really don’t just give it a chance. ESO like life is always changing both for good and bad.
For the record I have 15 characters between magic, stamina, healers and tanks. I play both pve and pvp content. Peace and happy gaming.
MLGProPlayer wrote: »A few alternative solutions:
- Make it so shields don't stack (if you apply two shields, only the value of the stronger one is applied; i.e. if you apply a shield worth 10k points and another worth 15k, you receive a 15k shield only); this solves the problem of shield stacking in PvP
- Increase the cost of shields to make spamming them less lucrative; also, reduce the magicka regenerated by Harness Magicka; this solves the problem of shield spamming in PvE
MLGProPlayer wrote: »Dodging and blocking requires stamina and stamina regen, which magicka classes don't have.
Magicka classes had shields before, which consumed magicka. With shields being effectively removed from the game, we are defenseless.
MLGProPlayer wrote: »Narvuntien wrote: »Having a healer..
Yes, great point.
I think it has something to do with the Psijic skill line, where you have an instant shield upon blocking. Maybe the developers noticed the massive absorption it provides in combination with various other shields and figured it was too powerful.
So finally something that encourages more groups to actually have healers as it was intended, imagine that! This role was looked down upon a long time anyway, maybe it will have some nice effect in the long run after all.
I didn't know healers can heal through 1-shot mechanics. You learn something new everyday.