anatole1234 wrote: »People Seem to forget that sorc has access to a Breath of Life equivalent : Twilight Matriarch. Although I would love for sorc's pet to be castable and not toggeable to make it more consistent with other classes and not waste a skill spot . Let's be real for a second : shield stacking has been a massive issue since day one. Already working on a heavy armor magicka sorc to show it won't be the death of the class.
anatole1234 wrote: »People Seem to forget that sorc has access to a Breath of Life equivalent : Twilight Matriarch. Although I would love for sorc's pet to be castable and not toggeable to make it more consistent with other classes and not waste a skill spot . Let's be real for a second : shield stacking has been a massive issue since day one. Already working on a heavy armor magicka sorc to show it won't be the death of the class.
anatole1234 wrote: »People Seem to forget that sorc has access to a Breath of Life equivalent : Twilight Matriarch. Although I would love for sorc's pet to be castable and not toggeable to make it more consistent with other classes and not waste a skill spot . Let's be real for a second : shield stacking has been a massive issue since day one. Already working on a heavy armor magicka sorc to show it won't be the death of the class.
Twohothardware wrote: »Seems like the easier fix than adding an initial cast time would be to just lower shield strength in PvE and add some kind of cast time delay between the use of two different shields to reduce shield stacking in PvP.
Twohothardware wrote: »Seems like the easier fix than adding an initial cast time would be to just lower shield strength in PvE and add some kind of cast time delay between the use of two different shields to reduce shield stacking in PvP.
But that is more or less the issue, 1 shield doesn't cut it in PVP. Adding crit damage to shield is going to make these even worst. Shield can be taken down faster than a Sorc can reapply them. I'm all for removing shield stacking but Sorcs will still need a valid defensive tool. 1 shield taking crits isn't going to cut it cast time or not.
Perhaps the following suggestions may better adjust shields rather than a cast-time requirement:
1. Do not allow shields to absorb damage from DoTs placed on a player PRIOR to the shield's application. It doesn't quite make sense for an external shield to start absorbing poison and bleed damage when the target is already poisoned or bleeding, particularly if the shields are gas-permeable, as one assumes them to be.
2. Perhaps we should isolate a class of skills that require exponential cost increases for repeated casts in a short period of time, as we do with streak. Cloak could be a candidate, but I say that as a stamblade who doesn't need it as much. (Hint: it's no longer our most effective defense.) Snipe should definitely be a skill in this class. Do you know much strength it takes to bring a powerful non-compound bow to full draw? (Hint: A lot.) Damage reduction shields, as opposed to ability absorption skills like Absorb Magic and Shimmering Shield, could well be another candidate for inclusion in this hypothetical classification of abilities that need cost increases of successive casts. Unlike the absorption shields, which have a narrowly construed scope of effectiveness, harness and hardened ward reduce all damage taken by a player's health. Unlike igneous, harness and hardened ward both scale with the max damage resource of a build, tying augmentations to their defensive power with augmentations to a player's offensive power. Unlike healing ward, harness and hardened ward do not have a risky health threshold upon which they provide the full extent of their defensive benefit. As it stands, they are carte blanche damage mitigation without requiring significant sacrifices to offensive power and without requiring significant risks to a player's health. Imposing a repeat cast cost would increase the burden of using these abilities much as a cast time would.
3. Do not allow damage mitigation shields to stack. Have harness, hardened, igneous, healing ward, and sun shield all replace one another on subsequent casts, rather than augment one another.
Those ideas may not be the best, but hopefully they contribute enough to the conversation that we can move forward without a 1-second cast time.
ZOS_RobGarrett wrote: »Hey all,
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting.
joaaocaampos wrote: »@ZOS_RobGarrett The best way, the best solution.
Instead of increasing cast time to 1 second, the cost should be increased. Healing Ritual is an example: the ability had 1 sec cast time and now is instant cast, with increased cost.
- Annulment costs have been increased to 7290 Magicka from 4590 Magicka. That is, an increase of 59%.
- Conjured Ward costs have been increased to 5580 (+59%), 5890 (+68%) or 6210 (+77%) Magicka from 3510 Magicka. Respectively, the Empowered Ward cost would be 5570, 5440 or 5740.
Unfortunately, something needs to be done. Increased cost has worked before, may work again. No shield spam!
If you want increased cost, press "Agree".
If you want cast time, press "Insightful".
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
joaaocaampos wrote: »@ZOS_RobGarrett The best way, the best solution.
Instead of increasing cast time to 1 second, the cost should be increased. Healing Ritual is an example: the ability had 1 sec cast time and now is instant cast, with increased cost.
- Annulment costs have been increased to 7290 Magicka from 4590 Magicka. That is, an increase of 59%.
- Conjured Ward costs have been increased to 5580 (+59%), 5890 (+68%) or 6210 (+77%) Magicka from 3510 Magicka. Respectively, the Empowered Ward cost would be 5570, 5440 or 5740.
Unfortunately, something needs to be done. Increased cost has worked before, may work again. No shield spam!
If you want increased cost, press "Agree".
If you want cast time, press "Insightful".
How about neither, would that be "Awesome"?
joaaocaampos wrote: »@ZOS_RobGarrett The best way, the best solution.
Instead of increasing cast time to 1 second, the cost should be increased. Healing Ritual is an example: the ability had 1 sec cast time and now is instant cast, with increased cost.
- Annulment costs have been increased to 7290 Magicka from 4590 Magicka. That is, an increase of 59%.
- Conjured Ward costs have been increased to 5580 (+59%), 5890 (+68%) or 6210 (+77%) Magicka from 3510 Magicka. Respectively, the Empowered Ward cost would be 5570, 5440 or 5740.
Unfortunately, something needs to be done. Increased cost has worked before, may work again. No shield spam!
If you want increased cost, press "Agree".
If you want cast time, press "Insightful".
How about neither, would that be "Awesome"?
joaaocaampos wrote: »@ZOS_RobGarrett The best way, the best solution.
Instead of increasing cast time to 1 second, the cost should be increased. Healing Ritual is an example: the ability had 1 sec cast time and now is instant cast, with increased cost.
- Annulment costs have been increased to 7290 Magicka from 4590 Magicka. That is, an increase of 59%.
- Conjured Ward costs have been increased to 5580 (+59%), 5890 (+68%) or 6210 (+77%) Magicka from 3510 Magicka. Respectively, the Empowered Ward cost would be 5570, 5440 or 5740.
Unfortunately, something needs to be done. Increased cost has worked before, may work again. No shield spam!
If you want increased cost, press "Agree".
If you want cast time, press "Insightful".
How about neither, would that be "Awesome"?
I still think a 3-6 second cooldown would be a better solution.
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
Massacre_Wurm wrote: »Add 1 second cast to light armor's shield but leave sorc's ward like it was before.
Sorcs will still have their 911 button in pve but shield stacking will be harder.