How can something like shields be classed as "OP" in PvE? Surely everyone of your points are benefits to you and others in your group since the shielded player might not die, therefore outputs more DPS, takes pressure off the healer, can help with other mechanics if needed etc.
People also seem to be talking about these magical sets that replace shields, and I'll make two counter points to this; 1 is it light armour with magicka or spell damage/spell crit and 2 is it for a DPS, because if the answer is no to either what use are they, a DPS gimping themselves just to try staying alive through fights.
I also could understand if people were actively picking sorcerers over all other classes due to their shields but sorcerers are still second rate when it comes to Magicka DPS and are now falling further down the list since they will have NO self preservation ability.
I think the absolute kicker is they nerfed self healing too.
Same reason people complain when some other class other than theirs is getting more DPS. After all, that DPS is helping you too. Also what you said is exactly proves my point. The very fact, people could steamroll through hard content, without investing in any kind of defense is what brought us to this point. This is exactly the attitude that started this mess. Changes to shields will force players to change their builds to allow more surivival. Yes, you are gimping your DPS, but it is not exactly cutting your DPS in half. At best, any set gives you around 3-5k more DPS, so that's a hard choice that you will now have to make. It will make many of the defensive strats more viable in PvE.
But you are completely wrong here...
Giving up a skill slot and investing 72 CP into Bastion is investing into defense. Especially on a class like Mag sorc that needs all the bar space it can get. Shields in live take full damage. So on punishing mechanics, they do not last long and end up being a resource drain if you are spamming them.
Stamina players have that 72 extra CP to invest in nodes for damage that kills them. Plus they can block longer, have stam regen, can roll dodge more effectively due to a larger stam pool and passives, have more resistance, deal way more damage, can effectively self heal without losing damage....
Remaining stamina during lengthy boss fights of almost all stam builds, especially non-redguard ones dance between 0-25% pretty much the whole time, so blocking and dodging is not as effective on stamina builds as you seem to think. Plus nothing is really stopping magicka builds to from blocking and dodging. Also, you cant DPS while blocking on stamina builds due to zero stamina regen.
72 points can also placed elsewhere on Magicka builds. Red CPs are all defensive and are accessible to every build. So you are not really building to defense. Stamina DDs also spend one/two skills for survival. Apart from tanks, no one really builds for defense in the current meta in PvE. You need to look to PvP, to realize what is meant by building for defense, where every other person is running in heavy armor with all Impen.
Stamina build can also heavy attack to regain stamina. And they have stam regen. Ignore the blocking part. A stamina build will always be able to dodge and physically defend more than a mag build. And with the bolded statement, you really are just playing dumb here. Putting 72 points into Bastion is building defensively.
Honestly, with everything you have said in here, I have a hard time believing you have ever played a magicka build in serious content. Because clearly, you have no idea what you are talking about.
Reistr_the_Unbroken wrote: »OP’s post is just dumb at its finest, and the OP is too stubborn and closed-minded.
Reistr_the_Unbroken wrote: »OP’s post is just dumb at its finest, and the OP is too stubborn and closed-minded.
regardless of how certain people may try to defend it.
kathandira wrote: »I can understand the issues with adding a cast-time to shields affect the smoothness and general flow of the combat in a grossly negative way. But, at the same time, the very fact that people claim shields are not OP, especially certain PvErs, is ridiculous. Rather than going at it with useless biased perspective issues, I am going to state examples and logic.
Lets say we have 2 DPS - 1 Magicka Sorcerer and 1 Stamina Templar.
Consider that they both have 17k HP and similar DPS. In a boss fight, say, a certain attack does exactly 20k damage after mitigation, if the mechanic is failed. The Stamina Templar will die regardless of what he does, cause Vigor won't save him from an attack greater than his own HP. On the other hand, the Magicka Sorcerer will shield up pre-emptively and gain 15k virtual HP on top of 17k HP and thereby survive with 14k HP remaining.
Every single end-game PvE is filled with such mechanics, where pre-emptively shielding will save you from what was designed to kill you, because you failed the mechanic. I can easily state several of such occasions.
In the Argonian Stage of vMA, you will die from the DoT in 5 secs on a stamina build, even with Vigor rolling, unless you get it cleansed. Magicka builds on the other hand, depending on number of shields, can take over twice that time to get the DoT cleansed.
In vCoA, Valkyn Skoria fight, you can fight on fire with shields even after the platforms are long gone. Good luck, with that on a stamina build.
In vFH, Domihaus fight, you can ignore the Crystal phase with shields on a magicka build and go on DPSing, while stamina builds will die on failing the "walking back slowly" mechanic.
In vCoS, Velidreth fight, it is possible to survive her fall attack on a magicka build with shield-stacking, but non-shielders die on failing to roll.
Every single vet DLC Dungeon and trials are filled with mechanics like this. You can survive tons of things, that was supposed to kill you, with the fake HP shields give you. This allows incompetent players to cheese mechanics and face-tank things that would kill them without shields.
It is common knowledge that first-time clears of vMA are far easier on magicka sorcs and magicka NBs with shields.
Before anyone says that the content is designed with shields in mind, no, the content is designed to kill players that fail to clear the mechanics of the specific fights. Shields are a crutch that people got so used to over time, they are unable to face the mechanics without shields. Good players that can clear the required mechanics won't have an issue without shields. The bad ones will die as intended. I know, there are exceptions in certain vet. trials due to ridiculous amounts of incoming damage but increasing mitigation is always an option with sets, skills, ultimates, synergies, etc. Namely, adapt.
This all collapses when you consider that a stam player can use a magicka shield as well. Just level up Light Armor, pick up Annulment, and use it when it is needed.
Only costs 4k magicka, and will protect you from 6k damage.
Princessrhaenyra wrote: »Princessrhaenyra wrote: »Princessrhaenyra wrote: »With this logic you're saying stamnia players are basically dead the whole time and not able to do any damage. Stamina have a higher single target dps than magicka classes period. In the group I run vet dlc hms with the other dps is a stamdk. We have completed multiple no deaths on just about every dungeon. With our healer he usually does not even need vigor slotted.
If I took off my shield and tried to mitigate damage by just blocking and roll dodging, I would be dead constantly. Shields take damage too. I cannot just stand in the red and expect myself to survive. It does not work that way.
If he doesn't need Vigor to survive, you do not need Shields either with the same healer. The fact that Stamina does higher Single-Target DPS is balanced by the fact Magicka does significantly more AoE DPS, while having close enough ST DPS. Blocking and dodging is equally effective on both stamina and magicka. Stamina builds have a higher stamina pool but that pool is already depleted by DPS skills alone. So, the playing field is not that different.
No if he doesn't need vigor to survive then I don't need to use power surge. My self heal. He still needs to block and roll dodge. However he has a much bigger stamina pool to pull from. I can maybe roll dodge and block once or twice before I am out of stam.
Power Surge is a buff, with self healing thrown in. Like say, Siphoning Attacks on NBs or a similar equivalent on Warden. It is not a proper HoT as per say, you need to stay offensive to make use of it.
He has a higher stam-pool but in any real boss fight, DPS rotation which is also coming from stamina will keep the remaining stamina drained to the point that it is not higher than that of any magicka build. From that matter, any non-redguard stam DPS hardly has enough stamina to maintain a proper rotation after a while, let alone block or dodge.
But, for the sake of debate, I will break down all three defense mechanics.
Blocking - Cuts off stamina regeration. Protects from only certain Direct Damage attacks. You still take 50% damage. Various attacks ignore block. Does not protect from DoTs. DPSing through block not a option for stamina DPS, thanks to disabled stamina regen. Can not be permanently sustained even with proper sustain.
Dodging - Only protects from Single-Target Direct Damage for the duration of the animation which is 1.2sec. Various ignore dodge. Does not protect from DoTs. DPSing while rolling is not possible but you can DPS between dodges. Cannot be permanently sustained with due to stacking costs and no DPS done as a perma-roller.
Shielding - Protects from all kinds of damage. Nothing in PvE ignores shields. Protects from DoTs. DPSing through shields is a common practice. Can be permanently sustained with a proper build. Can protect you from attacks with greater values than your HP itself.
It is clear as day, which is the superior option.
Have you ever used a shield? It does not protect you endlessly from aoes. You can not withstand every single mechanic with a shield. We also have to roll dodge and block if we want to survive. It is literally laughable that you think shields will just magically make you able to withstand all damage. Even in vAA during the stone boss we have to block and shield or we are dead if we just block alone because we so not have the same resistances.
If you dont move out of them, even if you keep shielding you are dead. If shields were that op then magicka characters would never need to roll dodge or block, that is not the case. We do not have the same medium armor passives that give us.
Dexterity (3 Ranks) – Increases your chance to score a critical strike by 1% for every piece of medium armor equipped.
Wind Walker (2 Ranks) – your stamina regeneration is increased by 2% for every piece of medium armor equipped.
Fortress (2 Ranks) – Decreases the detection radius of enemies while you’re in stealth by 3% and decreases your sneak stamina cost by 4% for each piece of medium armor you have equipped.
Agility (2 Ranks) – Your attack speed is increased by 5% if you wear 5 or more pieces of medium armor.
Battlefield Mobility (2 Ranks) – Your sprint speed is increased by 2% and stamina cost for dodging attacks is decreased by 2% for every piece of medium armor you wear.
We cannot regain the same amount of stam that stam players can. Our stam recovery is very slow.
Medium armor in 7/0/0 has 4k more resistances than Light Armor in 5/1/1. That is just 6% damage mitigation more. Medium and Light armor resistances are not that different
Shields doesn't save you from damage that goes above the Shield value+HP. It can save you from everything else. What I am trying to say it is a fake HP, on top of your real HP and you can shield while blocking. Show me a single defense in the game, that can parallel shields.
Apart from the occassional CC break, your 11k Stamina Pool is virtually totally available for Dodging and Blocking. You can not say the same about Stamina DD who often end up with less than 3k remaining stamina. Also you can block and Shield up. Stamina DDs can't do anything other hold block and pray that the healer does his job well.
I can understand the issues with adding a cast-time to shields affect the smoothness and general flow of the combat in a grossly negative way. But, at the same time, the very fact that people claim shields are not OP, especially certain PvErs, is ridiculous. Rather than going at it with useless biased perspective issues, I am going to state examples and logic.
Lets say we have 2 DPS - 1 Magicka Sorcerer and 1 Stamina Templar.
Consider that they both have 17k HP and similar DPS. In a boss fight, say, a certain attack does exactly 20k damage after mitigation, if the mechanic is failed. The Stamina Templar will die regardless of what he does, cause Vigor won't save him from an attack greater than his own HP. On the other hand, the Magicka Sorcerer will shield up pre-emptively and gain 15k virtual HP on top of 17k HP and thereby survive with 14k HP remaining.
Every single end-game PvE is filled with such mechanics, where pre-emptively shielding will save you from what was designed to kill you, because you failed the mechanic. I can easily state several of such occasions.
In the Argonian Stage of vMA, you will die from the DoT in 5 secs on a stamina build, even with Vigor rolling, unless you get it cleansed. Magicka builds on the other hand, depending on number of shields, can take over twice that time to get the DoT cleansed.
In vCoA, Valkyn Skoria fight, you can fight on fire with shields even after the platforms are long gone. Good luck, with that on a stamina build.
In vFH, Domihaus fight, you can ignore the Crystal phase with shields on a magicka build and go on DPSing, while stamina builds will die on failing the "walking back slowly" mechanic.
In vCoS, Velidreth fight, it is possible to survive her fall attack on a magicka build with shield-stacking, but non-shielders die on failing to roll.
Every single vet DLC Dungeon and trials are filled with mechanics like this. You can survive tons of things, that was supposed to kill you, with the fake HP shields give you. This allows incompetent players to cheese mechanics and face-tank things that would kill them without shields.
It is common knowledge that first-time clears of vMA are far easier on magicka sorcs and magicka NBs with shields.
Before anyone says that the content is designed with shields in mind, no, the content is designed to kill players that fail to clear the mechanics of the specific fights. Shields are a crutch that people got so used to over time, they are unable to face the mechanics without shields. Good players that can clear the required mechanics won't have an issue without shields. The bad ones will die as intended. I know, there are exceptions in certain vet. trials due to ridiculous amounts of incoming damage but increasing mitigation is always an option with sets, skills, ultimates, synergies, etc. Namely, adapt.
Princessrhaenyra wrote: »Princessrhaenyra wrote: »With this logic you're saying stamnia players are basically dead the whole time and not able to do any damage. Stamina have a higher single target dps than magicka classes period. In the group I run vet dlc hms with the other dps is a stamdk. We have completed multiple no deaths on just about every dungeon. With our healer he usually does not even need vigor slotted.
If I took off my shield and tried to mitigate damage by just blocking and roll dodging, I would be dead constantly. Shields take damage too. I cannot just stand in the red and expect myself to survive. It does not work that way.
If he doesn't need Vigor to survive, you do not need Shields either with the same healer. The fact that Stamina does higher Single-Target DPS is balanced by the fact Magicka does significantly more AoE DPS, while having close enough ST DPS. Blocking and dodging is equally effective on both stamina and magicka. Stamina builds have a higher stamina pool but that pool is already depleted by DPS skills alone. So, the playing field is not that different.
No if he doesn't need vigor to survive then I don't need to use power surge. My self heal. He still needs to block and roll dodge. However he has a much bigger stamina pool to pull from. I can maybe roll dodge and block once or twice before I am out of stam.
Power Surge is a buff, with self healing thrown in. Like say, Siphoning Attacks on NBs or a similar equivalent on Warden. It is not a proper HoT as per say, you need to stay offensive to make use of it.
He has a higher stam-pool but in any real boss fight, DPS rotation which is also coming from stamina will keep the remaining stamina drained to the point that it is not higher than that of any magicka build. From that matter, any non-redguard stam DPS hardly has enough stamina to maintain a proper rotation after a while, let alone block or dodge.
But, for the sake of debate, I will break down all three defense mechanics.
Blocking - Cuts off stamina regeration. Protects from only certain Direct Damage attacks. You still take 50% damage. Various attacks ignore block. Does not protect from DoTs. DPSing through block not a option for stamina DPS, thanks to disabled stamina regen. Can not be permanently sustained even with proper sustain.
Dodging - Only protects from Single-Target Direct Damage for the duration of the animation which is 1.2sec. Various ignore dodge. Does not protect from DoTs. DPSing while rolling is not possible but you can DPS between dodges. Cannot be permanently sustained with due to stacking costs and no DPS done as a perma-roller.
Shielding - Protects from all kinds of damage. Nothing in PvE ignores shields. Protects from DoTs. DPSing through shields is a common practice. Can be permanently sustained with a proper build. Can protect you from attacks with greater values than your HP itself.
It is clear as day, which is the superior option.
Your argument falls down the second you start saying that the theoretical mechanic does exactly 20K of damage after mitigation.
Stamina players can and do mitigate more than magicka players (because of greater resistance values from medium over light, having a large enough stamina pool to block more frequently, and for anything that's considered AOE damage being able to get that 25% mitigation - also stamina players can dodge-roll to avoid having to mitigate at all). Magicka players can't mitigate as much, so their tool to survive what a stamina player can survive is a damage shield.
Note that I'm not necessarily saying that shields don't need a nerf in PVE, but your argument as to why is severely faulty. Aside from that, adding a cast time to shields might be the worst possible way to nerf them, as it will just mean that nobody ever uses those abilities, and they will struggle to find other ways of surviving. Nerfing an ability in a way that makes it something that nobody will slot is a very bad idea. There are plenty of other ways that shields could be nerfed that wouldn't completely eliminate their use.
I am talking about an arbitary attack to equate the situation. Also the resistance difference of magicka and stamina DPS is around 4k with magicka DPS in 5/1/1 setup and stamina DPS in 0/7/0 setup. This is around 6% mitigation. Fair-enough, but won't save the stamina DPS, while also ignoring the fact that the magicka DPS has 4% more HP considering Undaunted passives. As for 25% AoE mitigation, it is counter-balanced by the fact that shield-users are usually always ranged magicka builds and being at range itself, is a major increase in survival chances.
I have more solid examples just below in the post. Also I am not showing that cast-time is necessarily a solution. It is just one in the long line of bandage fixes that ZOS seems to love.

randomkeyhits wrote: »I just don't get the mind set
in PvE you are competing with your group, not against your group.
So surely anything that will strengthen the group is a good thing right?
I main stamblade but if a magsorc wants to shield up, stay alive and keep the damage up I have absolutely zero issues with it.
This stamina build is far more sturdy, they can also block and dodge more. Note that on an fight like direfrost you can not block as an magic build as breaking free take most of your stamina, same in fights who require dodge.Princessrhaenyra wrote: »With this logic you're saying stamnia players are basically dead the whole time and not able to do any damage. Stamina have a higher single target dps than magicka classes period. In the group I run vet dlc hms with the other dps is a stamdk. We have completed multiple no deaths on just about every dungeon. With our healer he usually does not even need vigor slotted.
If I took off my shield and tried to mitigate damage by just blocking and roll dodging, I would be dead constantly. Shields take damage too. I cannot just stand in the red and expect myself to survive. It does not work that way.
This all collapses when you consider that a stam player can use a magicka shield as well. Just level up Light Armor, pick up Annulment, and use it when it is needed.
Only costs 4k magicka, and will protect you from 6k damage.
VaranisArano wrote: »In PVE, you aren't completing against your group.
You are, however, competing.
For one, you are competing against other classes for who is the most efficient at clearing content. This is ZOS' fault for balancing PVE like its a game of King of the Hill, but this isnt likely to change unless ZOS changes their balancing philosophy or players stop insisting on meta builds. So ZOS likes to change up which class gets to be king of the hill and thus the most in demand for end game content.
Competition against other classes is easy to see, typically shown in "Trials are dominated by [magicka/stamina]" or "Nobody wants my [insert class here],in end game content!" Or "this class is useless in PVE!" type complaining posts.
Second, you are competing against the content designers. If PVEers are completing ZOS's hardest content too easily, well, the devs are going to look at what is letting players overperform. Now, ZOS generally doesn't just straight nerf DPS. In the past, ZOS has nerfed sustain or certain sets, skills, passives, and armor weights. The Morrowind Sustain Nerfs were because of this. Now, ZOS is nerfing survivability in the form of damage shields and passive dodge chance.
This type of competition is harder to spot on the forums, because it typically happens when players are doing too well by the devs' standards, which usually makes players feel good! These show up as "This content is too easy!" or "This class has amazing DPS!" Or a certain set, skill, or build coming to dominate the end game meta. Usually there aren't complaints, because Molag Kena isn't going to come to the forums and the devs probably won't come right out and say "Players, you are too darned efficient and its easier to nerf you than design harder content that new players haven't a hope and a prayer of touching."
So from that perspective, there's reason to look at damage shields.
1. Were sorc wards and annulment allowing magicka builds to overperform in end game content relative to other classes? (ZOS appears to think so)
2. Were sorc wards and annulment and passive dodge chances allowing PVEers to complete end game content too easily? (ZOS appears to think so.)
Princessrhaenyra wrote: »With this logic you're saying stamnia players are basically dead the whole time and not able to do any damage. Stamina have a higher single target dps than magicka classes period. In the group I run vet dlc hms with the other dps is a stamdk. We have completed multiple no deaths on just about every dungeon. With our healer he usually does not even need vigor slotted.
If I took off my shield and tried to mitigate damage by just blocking and roll dodging, I would be dead constantly. Shields take damage too. I cannot just stand in the red and expect myself to survive. It does not work that way.
None of the insta-gib mechanics are unavoidable, are they? Every game, with action-RPG components has a fair share of them. Every single Dark Souls games have them. Most of the harder action-RPGs have them. The hardest ESO fights are nothing compared to the extra bosses in Kingdom Hearts 2FM, where nearly every single attack insta-kills you unless you know how to avoid the specific attack and it is a freaking Disney game.usmguy1234 wrote: »Yet this still doesn't address the real issue and that Instagib mechanics in a pve are a lazy way to add difficulty to it.
Priyasekarssk wrote: »I can understand the issues with adding a cast-time to shields affect the smoothness and general flow of the combat in a grossly negative way. But, at the same time, the very fact that people claim shields are not OP, especially certain PvErs, is ridiculous. Rather than going at it with useless biased perspective issues, I am going to state examples and logic.
Lets say we have 2 DPS - 1 Magicka Sorcerer and 1 Stamina Templar.
Consider that they both have 17k HP and similar DPS. In a boss fight, say, a certain attack does exactly 20k damage after mitigation, if the mechanic is failed. The Stamina Templar will die regardless of what he does, cause Vigor won't save him from an attack greater than his own HP. On the other hand, the Magicka Sorcerer will shield up pre-emptively and gain 15k virtual HP on top of 17k HP and thereby survive with 14k HP remaining.
Every single end-game PvE is filled with such mechanics, where pre-emptively shielding will save you from what was designed to kill you, because you failed the mechanic. I can easily state several of such occasions.
In the Argonian Stage of vMA, you will die from the DoT in 5 secs on a stamina build, even with Vigor rolling, unless you get it cleansed. Magicka builds on the other hand, depending on number of shields, can take over twice that time to get the DoT cleansed.
In vCoA, Valkyn Skoria fight, you can fight on fire with shields even after the platforms are long gone. Good luck, with that on a stamina build.
In vFH, Domihaus fight, you can ignore the Crystal phase with shields on a magicka build and go on DPSing, while stamina builds will die on failing the "walking back slowly" mechanic.
In vCoS, Velidreth fight, it is possible to survive her fall attack on a magicka build with shield-stacking, but non-shielders die on failing to roll.
Every single vet DLC Dungeon and trials are filled with mechanics like this. You can survive tons of things, that was supposed to kill you, with the fake HP shields give you. This allows incompetent players to cheese mechanics and face-tank things that would kill them without shields.
It is common knowledge that first-time clears of vMA are far easier on magicka sorcs and magicka NBs with shields.
Before anyone says that the content is designed with shields in mind, no, the content is designed to kill players that fail to clear the mechanics of the specific fights. Shields are a crutch that people got so used to over time, they are unable to face the mechanics without shields. Good players that can clear the required mechanics won't have an issue without shields. The bad ones will die as intended. I know, there are exceptions in certain vet. trials due to ridiculous amounts of incoming damage but increasing mitigation is always an option with sets, skills, ultimates, synergies, etc. Namely, adapt.
In PVE more or less all damage are completely dodgeable/blockabe except few instances.
L2P , rather than posting garbage. What a rubbish post.
Princessrhaenyra wrote: »With this logic you're saying stamnia players are basically dead the whole time and not able to do any damage. Stamina have a higher single target dps than magicka classes period. In the group I run vet dlc hms with the other dps is a stamdk. We have completed multiple no deaths on just about every dungeon. With our healer he usually does not even need vigor slotted.
If I took off my shield and tried to mitigate damage by just blocking and roll dodging, I would be dead constantly. Shields take damage too. I cannot just stand in the red and expect myself to survive. It does not work that way.
@Princessrhaenyra
That may be, but you have a healer with that stam DPS. The whole point of shields is to be able to run three DPS with a shield and no healer. The fact that you even have a healer is nuking your group's total DPS, even if that stamDK pulls higher individual numbers than a mag DPS.
The point of nerfing shields is to make healers relevant in vet DLC content.
Edit: Put another way, if you were three mag DPS on live, you wouldn't need a healer to complete a vet DLC dungeon hardmode. Most groups see it as much easier to bring three DPS rather than a healer, because total damage output makes the fight take less time, reducing the importance of mechanics by limiting the number of times those mechanics come into play.
If all the DPS have shields, no one needs a healer, unless you want to further nerf tanks so that they need one.
I can understand the issues with adding a cast-time to shields affect the smoothness and general flow of the combat in a grossly negative way. But, at the same time, the very fact that people claim shields are not OP, especially certain PvErs, is ridiculous. Rather than going at it with useless biased perspective issues, I am going to state examples and logic.
Lets say we have 2 DPS - 1 Magicka Sorcerer and 1 Stamina Templar.
Consider that they both have 17k HP and similar DPS. In a boss fight, say, a certain attack does exactly 20k damage after mitigation, if the mechanic is failed. The Stamina Templar will die regardless of what he does, cause Vigor won't save him from an attack greater than his own HP. On the other hand, the Magicka Sorcerer will shield up pre-emptively and gain 15k virtual HP on top of 17k HP and thereby survive with 14k HP remaining.
Every single end-game PvE is filled with such mechanics, where pre-emptively shielding will save you from what was designed to kill you, because you failed the mechanic. I can easily state several of such occasions.
In the Argonian Stage of vMA, you will die from the DoT in 5 secs on a stamina build, even with Vigor rolling, unless you get it cleansed. Magicka builds on the other hand, depending on number of shields, can take over twice that time to get the DoT cleansed.
In vCoA, Valkyn Skoria fight, you can fight on fire with shields even after the platforms are long gone. Good luck, with that on a stamina build.
In vFH, Domihaus fight, you can ignore the Crystal phase with shields on a magicka build and go on DPSing, while stamina builds will die on failing the "walking back slowly" mechanic.
In vCoS, Velidreth fight, it is possible to survive her fall attack on a magicka build with shield-stacking, but non-shielders die on failing to roll.
Every single vet DLC Dungeon and trials are filled with mechanics like this. You can survive tons of things, that was supposed to kill you, with the fake HP shields give you. This allows incompetent players to cheese mechanics and face-tank things that would kill them without shields.
It is common knowledge that first-time clears of vMA are far easier on magicka sorcs and magicka NBs with shields.
Before anyone says that the content is designed with shields in mind, no, the content is designed to kill players that fail to clear the mechanics of the specific fights. Shields are a crutch that people got so used to over time, they are unable to face the mechanics without shields. Good players that can clear the required mechanics won't have an issue without shields. The bad ones will die as intended. I know, there are exceptions in certain vet. trials due to ridiculous amounts of incoming damage but increasing mitigation is always an option with sets, skills, ultimates, synergies, etc. Namely, adapt.
How can something like shields be classed as "OP" in PvE? Surely everyone of your points are benefits to you and others in your group since the shielded player might not die, therefore outputs more DPS, takes pressure off the healer, can help with other mechanics if needed etc.
People also seem to be talking about these magical sets that replace shields, and I'll make two counter points to this; 1 is it light armour with magicka or spell damage/spell crit and 2 is it for a DPS, because if the answer is no to either what use are they, a DPS gimping themselves just to try staying alive through fights.
I also could understand if people were actively picking sorcerers over all other classes due to their shields but sorcerers are still second rate when it comes to Magicka DPS and are now falling further down the list since they will have NO self preservation ability.
I think the absolute kicker is they nerfed self healing too.
Same reason people complain when some other class other than theirs is getting more DPS. After all, that DPS is helping you too. Also what you said is exactly proves my point. The very fact, people could steamroll through hard content, without investing in any kind of defense is what brought us to this point. This is exactly the attitude that started this mess. Changes to shields will force players to change their builds to allow more surivival. Yes, you are gimping your DPS, but it is not exactly cutting your DPS in half. At best, any set gives you around 3-5k more DPS, so that's a hard choice that you will now have to make. It will make many of the defensive strats more viable in PvE.
Princessrhaenyra wrote: »With this logic you're saying stamnia players are basically dead the whole time and not able to do any damage. Stamina have a higher single target dps than magicka classes period. In the group I run vet dlc hms with the other dps is a stamdk. We have completed multiple no deaths on just about every dungeon. With our healer he usually does not even need vigor slotted.
If I took off my shield and tried to mitigate damage by just blocking and roll dodging, I would be dead constantly. Shields take damage too. I cannot just stand in the red and expect myself to survive. It does not work that way.
@Princessrhaenyra
That may be, but you have a healer with that stam DPS. The whole point of shields is to be able to run three DPS with a shield and no healer. The fact that you even have a healer is nuking your group's total DPS, even if that stamDK pulls higher individual numbers than a mag DPS.
The point of nerfing shields is to make healers relevant in vet DLC content.
Edit: Put another way, if you were three mag DPS on live, you wouldn't need a healer to complete a vet DLC dungeon hardmode. Most groups see it as much easier to bring three DPS rather than a healer, because total damage output makes the fight take less time, reducing the importance of mechanics by limiting the number of times those mechanics come into play.
If all the DPS have shields, no one needs a healer, unless you want to further nerf tanks so that they need one.
I can understand the issues with adding a cast-time to shields affect the smoothness and general flow of the combat in a grossly negative way. But, at the same time, the very fact that people claim shields are not OP, especially certain PvErs, is ridiculous. Rather than going at it with useless biased perspective issues, I am going to state examples and logic.
Lets say we have 2 DPS - 1 Magicka Sorcerer and 1 Stamina Templar.
Consider that they both have 17k HP and similar DPS. In a boss fight, say, a certain attack does exactly 20k damage after mitigation, if the mechanic is failed. The Stamina Templar will die regardless of what he does, cause Vigor won't save him from an attack greater than his own HP. On the other hand, the Magicka Sorcerer will shield up pre-emptively and gain 15k virtual HP on top of 17k HP and thereby survive with 14k HP remaining.
Every single end-game PvE is filled with such mechanics, where pre-emptively shielding will save you from what was designed to kill you, because you failed the mechanic. I can easily state several of such occasions.
In the Argonian Stage of vMA, you will die from the DoT in 5 secs on a stamina build, even with Vigor rolling, unless you get it cleansed. Magicka builds on the other hand, depending on number of shields, can take over twice that time to get the DoT cleansed.
In vCoA, Valkyn Skoria fight, you can fight on fire with shields even after the platforms are long gone. Good luck, with that on a stamina build.
In vFH, Domihaus fight, you can ignore the Crystal phase with shields on a magicka build and go on DPSing, while stamina builds will die on failing the "walking back slowly" mechanic.
In vCoS, Velidreth fight, it is possible to survive her fall attack on a magicka build with shield-stacking, but non-shielders die on failing to roll.
Every single vet DLC Dungeon and trials are filled with mechanics like this. You can survive tons of things, that was supposed to kill you, with the fake HP shields give you. This allows incompetent players to cheese mechanics and face-tank things that would kill them without shields.
It is common knowledge that first-time clears of vMA are far easier on magicka sorcs and magicka NBs with shields.
Before anyone says that the content is designed with shields in mind, no, the content is designed to kill players that fail to clear the mechanics of the specific fights. Shields are a crutch that people got so used to over time, they are unable to face the mechanics without shields. Good players that can clear the required mechanics won't have an issue without shields. The bad ones will die as intended. I know, there are exceptions in certain vet. trials due to ridiculous amounts of incoming damage but increasing mitigation is always an option with sets, skills, ultimates, synergies, etc. Namely, adapt.
You may not realize this - but your thread pretty much shreds the entire basis for the shield nerf.
In your OP - you suggest shields are OP because they provide a crutch for magicka-based players to mess up on mechanics and still survive, instead of dying like they are meant to.
So how is this change going to make healers more useful in dungeons if it just means players are going to end up dying instead?
If anything - and according to your argument - shields would make healers more useful because players may actually have some health left over to heal after making a mistake.
Before anyone says that the content is designed with shields in mind, no, the content is designed to kill players that fail to clear the mechanics of the specific fights. Shields are a crutch that people got so used to over time, they are unable to face the mechanics without shields. Good players that can clear the required mechanics won't have an issue without shields. The bad ones will die as intended. I know, there are exceptions in certain vet. trials due to ridiculous amounts of incoming damage but increasing mitigation is always an option with sets, skills, ultimates, synergies, etc. Namely, adapt.