Daedric Summoning
Conjured Ward: This ability and its morphs can no longer be interrupted.
Developer Comment:
Spoiler
Because combat pace is so quick, allowing this ability to be interrupted meant that Light Armor players would be vulnerable for too long. Keeping the cast time, but now allowing it to be interrupted allows enemies a short window of time to get in burst damage and kill a damage shield user. We’ll continue to monitor feedback closely for this ability throughout this PTS cycle.
I've had my fun watching sorcs squirm. They got to taste what dks went through all these years. Cheesy class got cheesed!
Seriously though the cast time on shield looks very clunky, especially that your game most of the time can be unresponsive
Let's face it: the problem why this nerf being applied is PVP. Sorcs are cheesy for having best defense / attack with same resource, cheesy streak, cheesy execute, a lazy and lame class. Now what made them annoying was the shield stacking. That can easily be solved by not allowing shields to stack, much like when you applied the new system of Major and Minor buffs. That way people who did PVE, both healers and cheesy vma sorcs wouldn't be hit so hard with the nerf, if at all.
Another fair solution in my opinion could be make it work like streak, increase costs if ability is used again within short time. That would add more tactical thinking to sorc play in pvp (HAHAHAHAHAHAHA) so they would have to actually think before cheese around. Bonus: you could also *** off more than half of your player base by making Cloak costs increase through the roof as well! That would be lovely. Pesky NBs. Throw a bone and increase duration though.
Thus preventing shield stacking would be the less impactful change and deal with the real problem why everyone complain about sorcs in pvp. Cast time, can't do. It also affect healers. We can live in a world without cheesy sorcs but we need the healers comfy to heal us, I suppose you got it covered by not touching healing ward and it seems like you are relentless about removing the cast time as posted in other thread...hmm that got me worried, to be honest I thought the cast time would be removed on PTS4 but seems you guys serious about it.
I think this is a bad move from ZOS as they can't assume their decisions.
Shields are game breaking for about 3 years. Now that a good change seems to came, they lost their balls in front of players.
Don't you understand that they don't represent the whole population and because of them most of other players are disgusted of PvP.
Adding a cast time to shields and make it impossible to interrupt wont change anything.
Guess what ??? Sorcs will now cast healing ward and then after cast Conjured Ward and Annulment.
On live, every pvp build is built to centered around 1-3 shields instant cast shields defensively. It makes sense that the same build on PTS wouldn't work.RaddlemanNumber7 wrote: »Patch 4.2.1 - Hardened Ward cast time
I tried some intense solo combat against a lot of resource and flag guards in Cyrodiil. I'm losing a lot of fights that I know I can regularly win on live.
The cast time on Hardened Ward is too much. Stopping for what seems like a very long second to lay an egg in the middle of intense solo combat just turns you into a sitting duck. Hardened Ward is now a liability, and without it the whole character will need to be rethought and rebuilt.
I haven't tried it in PvP, but the effect of the cast time must be even worse given the added high mobility and split second reaction times required for PvP combat.
The fighting style that makes Mag Sorc distinct from other classes is going to be impossible to use, except for fighting trash mobs and delve bosses.
IMHO I think that adding cast times to shields is a big mistake.
The_Outsider wrote: »On live, every pvp build is built to centered around 1-3 shields instant cast shields defensively. It makes sense that the same build on PTS wouldn't work.RaddlemanNumber7 wrote: »Patch 4.2.1 - Hardened Ward cast time
I tried some intense solo combat against a lot of resource and flag guards in Cyrodiil. I'm losing a lot of fights that I know I can regularly win on live.
The cast time on Hardened Ward is too much. Stopping for what seems like a very long second to lay an egg in the middle of intense solo combat just turns you into a sitting duck. Hardened Ward is now a liability, and without it the whole character will need to be rethought and rebuilt.
I haven't tried it in PvP, but the effect of the cast time must be even worse given the added high mobility and split second reaction times required for PvP combat.
The fighting style that makes Mag Sorc distinct from other classes is going to be impossible to use, except for fighting trash mobs and delve bosses.
IMHO I think that adding cast times to shields is a big mistake.
The point of the change was to change the way large, cheap shields are used, not to make them weaker. It is for this reason I don't believe zos will respond to the suggested alternatives to the cast time: they all either prevent shield stacking or hurt shield sustain. These are both things the devs are not (at least primarily) trying to do.
I think this is a bad move from ZOS as they can't assume their decisions.
Shields are game breaking for about 3 years. Now that a good change seems to came, they lost their balls in front of players.
Don't you understand that they don't represent the whole population and because of them most of other players are disgusted of PvP.
Adding a cast time to shields and make it impossible to interrupt wont change anything.
Guess what ??? Sorcs will now cast healing ward and then after cast Conjured Ward and Annulment.
Lord_Dexter wrote: »
- Because combat pace is so quick, allowing this ability to be interrupted meant that Light Armor players would be vulnerable for too long. Keeping the cast time, but not allowing it to be interrupted allows enemies a short window of time to get in burst damage and kill a damage shield user. We’ll continue to monitor feedback closely for this ability throughout this PTS cycle.
ZOS is actually thinking Players have 50k shield in light armor but in PVP its hardly 5K -10K shield!
Doctordarkspawn wrote: »So, the changes are out, they didn't reverse the cast time nerf, they buffed dark exchange back to what it was, but what I found interesting was...
"Soldier of Anguish: Reduced the healing absorption value to 4800 from 5500, and the healing absorption debuff from this set can no longer stack with itself.
Developer Comment:
Spoiler
Damage shields from multiple sources cannot be stacked. We want healing absorption to follow this same ruleset."
Does this mean that the -aim- was to make sure damage shields cant stack, or did they allready -make- it so damage shields couldn't stack, and just didn't tell us?
Im going to TRY to be as non toxic as possible with this.....
Conjured Ward:
This ability and its morphs now have a 1-second cast time, previously an instant cast.
Increased the duration of the damage shield for Conjured Ward and the Hardened Ward morph to 9 seconds from 6 seconds.
Empowered Ward (morph): Increased the duration of the damage shield to 14 seconds from 9 seconds.
The increase to 9 seconds is useless shields dont stay up that long in pvp
Likewise the increase to 14 seconds is useless, see above
The cast time is the part i am most "upset" over
- Means you cant case shields back to back
- You cant cast them when your in trouble and have them take effect, compounding the fact that you already could not cast them in the same time frame you were on the attack because of the gcd
- A one second cast time is the same as a hard cast
-You can now deal a Critical Strike against an enemy with a damage shield.
-Your Spell and Physical Resistance now reduces incoming damage before it is applied to your damage shield.
This change makes damage shields function more consistently with the rest of the game’s mechanics. It means that damage shields are more powerful in PvE content since monsters generally don’t reduce armor. Heavy Armor players in particular will receive much more effective damage shields now. This is intended to make damage shields a more potent tools for tanks. We will be monitoring this change closely throughout the PTS cycle and will make adjustments as necessary.
-Poisons and Weapon Enchantments can now proc even if the damage done by the Light Attack, Heavy Attack, or Weapon Ability is fully absorbed by a damage shield.
My shield is 14k out of pvp, thats 7k in pvp, THATS 1 CRIT 1 and there is not a cast time in addition to the gcd were I cant cast a shield
I thought zos was trying to make tanks more kill able in pvp, by adding the resist to shields you have compounded that. Even tho god knows the light armor will need it now
Poisons and enchants procing im fine with, excluding entrap which compounds the easiest counter play against sorc, stuns
THIS PATCH HAS KILLED MAGSORC
There 0 reason to be a magsorc this update, Respectfully as possible I dont need to try this on pts, I have common sense, I know my class
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_MattFiror @ZOS_Wrobel