@Sigtric
1) Many magsorcs have to use Zaan these days just to pretend to be competitive.
Tell me in the picture below how much more range do I have vs the melee.
(Before you complain about DPS: I was on purge duty as the skilbar shows)
In this case, this boss won't 1 shot you if he turns but most do. A shield is not going to save me. Actually, if I am low on magicka I have all of about 1 dodge before I die, while the guy next to me can roll away to the other side of the room.
2) At the next boss I was on "upper room duty". Since you claim you have done all the content (I have done it too, and several trials on hard mode too), you have to know that the time to finish the "minigame" is limited and then there's instant - trial group wipe. I have tried (for testing sake) doing it without a shield.
- I waste time to avoid the lightning on the ground. A stam character dodge rolls over it. I cannot for more than 1 of these "splashes" then I am dead.
- If I get "the ray", I die very fast while I am still positioning behind the add to kill. And then we all wipe.
- And no, a whole 11 people don't have time to wipe because I have to perform "poop" motions and wait for a shield to come up.
- I do "above" with 3 stamina buddies, none of them EVER dies. I do if I forget to shield up while I get the ray.
3) Stam and magblades deal so MUCH more DPS than magsorcs. You want a pure DPS class (sorc) to suck at DPS and ALSO have less defense than a stam DPS or a magblade? How's that fair?
Or perhaps, some other braindead "suggestion" I have read these days, where an already vastly underperforming, pure DPS class should backbar an heal staff and do 25k DPS while everyone else are doing 50-70k?
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.)
Its always these pvpers ruining content, doesn't matter what game it is its always the same in every mmorpg.
kathandira wrote: »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.
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.
DMuehlhausen wrote: »usmguy1234 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.
Yet this still doesn't address the real issue and that is Instagib mechanics in a pve are a lazy way to add difficulty to it.
I agree with both you and the OP. Trials should maybe have some one shot mechanics. vet dungeons though DLC or original ones nothing should be a one shot mechanic.
kathandira wrote: »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.
Great in theory but not in paper. Who in the right mind would pick damage shield over cleansing a stack of negative buffs? Cleansing abilities already costs magicka and stamina players only have around 10k magicka or fewer. Even if you can cast both shield and cleanse, you won't be able to keep up with the negative effects being thrown at you. Your magicka regen can't keep up with that. Even more so, the sacrificing of 5 pcs medium armor.
Joy_Division wrote: »The OP is correct, but the change to shields is the way ZOS should have handled the issue.
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.