joaaocaampos wrote: »I edited my suggestion up there:joaaocaampos wrote: »Let's make the Sorcerers less dependent on the damage shields, buffing Blood Magic Passive!
- Blood Magic (Dark Magic Passive): Hitting an enemy with a Sorcerer Magicka ability heals you for 5%/10% Maximum Health. This effect can occur once every 2 seconds.
- Conjured Ward: This ability and its morphs now have a 1-second cast time, previously an instant cast.
- After using Conjured Ward, the next use within 4 or 6 seconds costs 35% more. That is...
- Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within Y seconds cost 35% more Magicka.
Obs.:
- Blood Magic effect can occur once every 2 seconds (not 0.5 seconds) because it happens when hitting an enemy with any Sorcerer skill!
- Y: 4 or 6 seconds. And the Magicka cost will increase by 35%, not 50% as Bolt Escape.
Annulment will work the same way.
- Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within Y seconds cost 35% more Magicka.
Optional change
- Conjured Ward and Annulment share the same cooldown. So...
- "(...) Casting Conjured Ward or Annulment again within Y seconds cost 35% more Magicka."
@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear
joaaocaampos wrote: »I edited my suggestion up there:joaaocaampos wrote: »Let's make the Sorcerers less dependent on the damage shields, buffing Blood Magic Passive!
- Blood Magic (Dark Magic Passive): Hitting an enemy with a Sorcerer Magicka ability heals you for 5%/10% Maximum Health. This effect can occur once every 2 seconds.
- Conjured Ward: This ability and its morphs now have a 1-second cast time, previously an instant cast.
- After using Conjured Ward, the next use within 4 or 6 seconds costs 35% more. That is...
- Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within Y seconds cost 35% more Magicka.
Obs.:
- Blood Magic effect can occur once every 2 seconds (not 0.5 seconds) because it happens when hitting an enemy with any Sorcerer skill!
- Y: 4 or 6 seconds. And the Magicka cost will increase by 35%, not 50% as Bolt Escape.
Annulment will work the same way.
- Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within Y seconds cost 35% more Magicka.
Optional change
- Conjured Ward and Annulment share the same cooldown. So...
- "(...) Casting Conjured Ward or Annulment again within Y seconds cost 35% more Magicka."
@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear
joaaocaampos wrote: »I edited my suggestion up there:joaaocaampos wrote: »Let's make the Sorcerers less dependent on the damage shields, buffing Blood Magic Passive!
- Blood Magic (Dark Magic Passive): Hitting an enemy with a Sorcerer Magicka ability heals you for 5%/10% Maximum Health. This effect can occur once every 2 seconds.
- Conjured Ward: This ability and its morphs now have a 1-second cast time, previously an instant cast.
- After using Conjured Ward, the next use within 4 or 6 seconds costs 35% more. That is...
- Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within Y seconds cost 35% more Magicka.
Obs.:
- Blood Magic effect can occur once every 2 seconds (not 0.5 seconds) because it happens when hitting an enemy with any Sorcerer skill!
- Y: 4 or 6 seconds. And the Magicka cost will increase by 35%, not 50% as Bolt Escape.
Annulment will work the same way.
- Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within Y seconds cost 35% more Magicka.
Optional change
- Conjured Ward and Annulment share the same cooldown. So...
- "(...) Casting Conjured Ward or Annulment again within Y seconds cost 35% more Magicka."
@ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear
Shield stacking should be removed also because it's 100% game breaking
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.
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.
Shield stacking should be removed also because it's 100% game breaking
oxygen_thief wrote: »Shield stacking should be removed also because it's 100% game breaking
can somebody show me this immortal game breaking build which can hold the ground and tank a bunch of players and has huge damage at the same time? do you have a video of it in a high mmr battleground match against decent players? i will change my mind immediately and will be in the forefront of a nerf sorcs movement if you will do it but for now this thread is just a feast of sorc haters.
joaaocaampos wrote: »Oh, dear, that will not work, because it would benefit Stamina Sorcerer as well. I'll edit it again.
I think the best way to fix shields in PvP and in PvE is:
1- To remove shields stacking
2- Make it insta cast
3- Like dodging make the cost higher when recasted before 5 sec.
rosendoichinoveb17_ESO wrote: »rosendoichinoveb17_ESO wrote: »I just know that only the top leader-boards will be able to complete vAS+2 and vCR+3. My group does 100k+ score in vAS and I know that we will need at least 10 hours of practice to even clear the thing with the shield cast times as a lot of people will be dead and the group will wipe because of that. You cannot just avoid the one shot mechanics there if not casing a shield. If you have a one second of cast time on the shield while someone near you is targeted with the poison cone you are just going to die. Dodge rolling this mechanic also results in insta-deaths in most cases are usually people need to shield and block walk away from the cone. Also people will not be able to cast a shield while kiting the meteors as it will slow their movement and result in a certain death.
As suggested by other members here there are a lot of better alternatives to nerf shields rather than that horrible cast time:
- increase the cost of consecutive shield casts (the same as how streak functions)
- decrease the the shield strength
There are probably more good alternatives, but adding a cast time will kill the PvE trial environment for new players and progression groups. Basically the only groups that will be affected the least are the ones that can do no-death and speed runs which are only a few. This is a horrible idea and hopefully it gets changed or a lot of us will just stop going to trials (there is no point to struggle as a magicka character, better go with a full stamina group now with bow/bow for ranged setups except if you are part of that 0.0001% of the player-base).
This is a solution for PVE players but not for PVP players. At this time the sorc need to be up. Shields in PVP are useless against oblivion damage, we are the only class who have a counter set so, why nerf shields ?
You proposed to increase the cost of consecutive shields. In PVP you need you shield all second, so you solution is crapy, like ZoS cast time.
You proposed to decrease the shield strength ? Now the meta is full stamina and they can kill you shield in 1 seconde.
So where is your solution ? If it's that, it's just crap and isn't sufficient.
As someone suggested they can make two morphs of the shields: one for PvP and one for PvE (with no cast time). This will make both parties happy.
visionality wrote: »rosendoichinoveb17_ESO wrote: »rosendoichinoveb17_ESO wrote: »I just know that only the top leader-boards will be able to complete vAS+2 and vCR+3. My group does 100k+ score in vAS and I know that we will need at least 10 hours of practice to even clear the thing with the shield cast times as a lot of people will be dead and the group will wipe because of that. You cannot just avoid the one shot mechanics there if not casing a shield. If you have a one second of cast time on the shield while someone near you is targeted with the poison cone you are just going to die. Dodge rolling this mechanic also results in insta-deaths in most cases are usually people need to shield and block walk away from the cone. Also people will not be able to cast a shield while kiting the meteors as it will slow their movement and result in a certain death.
As suggested by other members here there are a lot of better alternatives to nerf shields rather than that horrible cast time:
- increase the cost of consecutive shield casts (the same as how streak functions)
- decrease the the shield strength
There are probably more good alternatives, but adding a cast time will kill the PvE trial environment for new players and progression groups. Basically the only groups that will be affected the least are the ones that can do no-death and speed runs which are only a few. This is a horrible idea and hopefully it gets changed or a lot of us will just stop going to trials (there is no point to struggle as a magicka character, better go with a full stamina group now with bow/bow for ranged setups except if you are part of that 0.0001% of the player-base).
This is a solution for PVE players but not for PVP players. At this time the sorc need to be up. Shields in PVP are useless against oblivion damage, we are the only class who have a counter set so, why nerf shields ?
You proposed to increase the cost of consecutive shields. In PVP you need you shield all second, so you solution is crapy, like ZoS cast time.
You proposed to decrease the shield strength ? Now the meta is full stamina and they can kill you shield in 1 seconde.
So where is your solution ? If it's that, it's just crap and isn't sufficient.
As someone suggested they can make two morphs of the shields: one for PvP and one for PvE (with no cast time). This will make both parties happy.
wait ... you want to say "one for PVE and one for PVP (with no cast time)". THIS will make both parties happy.
wait ... you want to say "one for PVE and one for PVP (with no cast time)". THIS will make both parties happy.
I don't PvP and I want nothing to do with a cast time. vMA with a cast time on shields is possible, but sure isn't nearly as much fun. No thanks for cast time in PvE.
It's all hot air anyway, ZOS has repeatedly said they're not balancing skills for PvP/PvE separately.
HappyElephant wrote: »They have to stop nerfing entire classes. It should be fun to play a sorcerer DPS, nightblade DPS or warden DPS. ZOS's way of nerfing decimates the characters we have built.
Why can't they buff the other classes to make them fun to play too?
Sorcerers and NB are not OP especially in PVE.
They are just better DPS compared to the other classes.
They should buff the weak classes so they too are fun to play.
rosendoichinoveb17_ESO wrote: »I just know that only the top leader-boards will be able to complete vAS+2 and vCR+3. My group does 100k+ score in vAS and I know that we will need at least 10 hours of practice to even clear the thing with the shield cast times as a lot of people will be dead and the group will wipe because of that. You cannot just avoid the one shot mechanics there if not casing a shield. If you have a one second of cast time on the shield while someone near you is targeted with the poison cone you are just going to die. Dodge rolling this mechanic also results in insta-deaths in most cases are usually people need to shield and block walk away from the cone. Also people will not be able to cast a shield while kiting the meteors as it will slow their movement and result in a certain death.
As suggested by other members here there are a lot of better alternatives to nerf shields rather than that horrible cast time:
- increase the cost of consecutive shield casts (the same as how streak functions)
- decrease the the shield strength
There are probably more good alternatives, but adding a cast time will kill the PvE trial environment for new players and progression groups. Basically the only groups that will be affected the least are the ones that can do no-death and speed runs which are only a few. This is a horrible idea and hopefully it gets changed or a lot of us will just stop going to trials (there is no point to struggle as a magicka character, better go with a full stamina group now with bow/bow for ranged setups except if you are part of that 0.0001% of the player-base).
I'm taking the Rocky line on Sorc, If he dies, he dies. We started the game with 4 classes, I'll treat it like it only has 4 if this goes live. I hate eveything about whata is proposed, but I'm done b#$%^ing about it.
Abandoning Sorc seems a plausible option. Playing my Templar and DK PVP, and will see if my Nightblade is enjoyable in Light Armor for PVE. If not I';ll convert her to PVP only as well for BG's.
SenorCrouch wrote: »Man this sucks. As the days countdown, the more and more it seems like this shield cast time is going to hit live. Talk about depressing.
arasysb14_ESO wrote: »Anyone heard anything from class reps about shields? They had a meeting today, I hope their silence doesn't mean ZOS will ignore players' feedback again.
Thats your choice but I wont abandon my class, if sorc is dead then there is little reason for me to play eso above any other game with my friends