AGREE.
A good move to a major/minor system on damage mitigation shields, keeping in line with the stated goal of standardizing effects (as with snares and weap/spell dmg buffs).
Mystrius_Archaion wrote: »AGREE.
A good move to a major/minor system on damage mitigation shields, keeping in line with the stated goal of standardizing effects (as with snares and weap/spell dmg buffs).
It's actually different and if they did make shields not stack but left them instant then they would stil lhave the same problem of "dps characters with a huge single shield" which is the real problem they want to fix or they would not have added the cast time to prevent even the first shield from applying instantly.
The true problem is shields are based on damage stats for sorcerers. Other classes have them based on max health like templar's Sun Shield. Sorcerers can get tanky while being a glass cannon. That's not fair to everyone else and makes the class too tempting to play over another.
Mystrius_Archaion wrote: »AGREE.
A good move to a major/minor system on damage mitigation shields, keeping in line with the stated goal of standardizing effects (as with snares and weap/spell dmg buffs).
It's actually different and if they did make shields not stack but left them instant then they would stil lhave the same problem of "dps characters with a huge single shield" which is the real problem they want to fix or they would not have added the cast time to prevent even the first shield from applying instantly.
The true problem is shields are based on damage stats for sorcerers. Other classes have them based on max health like templar's Sun Shield. Sorcerers can get tanky while being a glass cannon. That's not fair to everyone else and makes the class too tempting to play over another.
This is incorrect. Nearly every heal works the exact same way - scales off offensive stats. Stamina/weapon damage, magicka/spell damage. Literally every class benefits the same way sorcerers do. Actually, sorcerers are more limited in that regard, as due to their heavy reliance on shields they have to invest MORE into magicka than other classes, which is why you see them running more sustain and less spell damage.
Templars BoL. Nightblades...lot of things. Cloak actually scales infinitely if you think about it. Warden heals, etc. Sorcerers are not alone in this - it's how the entire game is built, except when a skill specifies otherwise (Sun Shield, GDB, etc).
Massacre_Wurm wrote: »Tanky ? You joking, right ? Even in casual overland pve your single shiled almost never lasts for full 6 seconds in TRASH fights.
You can be "tanky" only using SHIELDS STACKING.
And btw NBs still have their 100500 dodge rolls and cloak while being "glass cannon". How is this "fair" ?
Massacre_Wurm wrote: »Tanky ? You joking, right ? Even in casual overland pve your single shiled almost never lasts for full 6 seconds in TRASH fights.
You can be "tanky" only using SHIELDS STACKING.
And btw NBs still have their 100500 dodge rolls and cloak while being "glass cannon". How is this "fair" ?
Increase shield size by 50% and put a 2 second cast time on it or remove cast time and make shields scale with health!
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »AGREE.
A good move to a major/minor system on damage mitigation shields, keeping in line with the stated goal of standardizing effects (as with snares and weap/spell dmg buffs).
It's actually different and if they did make shields not stack but left them instant then they would stil lhave the same problem of "dps characters with a huge single shield" which is the real problem they want to fix or they would not have added the cast time to prevent even the first shield from applying instantly.
The true problem is shields are based on damage stats for sorcerers. Other classes have them based on max health like templar's Sun Shield. Sorcerers can get tanky while being a glass cannon. That's not fair to everyone else and makes the class too tempting to play over another.
This is incorrect. Nearly every heal works the exact same way - scales off offensive stats. Stamina/weapon damage, magicka/spell damage. Literally every class benefits the same way sorcerers do. Actually, sorcerers are more limited in that regard, as due to their heavy reliance on shields they have to invest MORE into magicka than other classes, which is why you see them running more sustain and less spell damage.
Templars BoL. Nightblades...lot of things. Cloak actually scales infinitely if you think about it. Warden heals, etc. Sorcerers are not alone in this - it's how the entire game is built, except when a skill specifies otherwise (Sun Shield, GDB, etc).
Healing is an entirely different animal though, it doesn't apply above and beyond your health. You have to survive to be able to heal. Damage shields can effectively turn an 18k health squishy into a 28k health tank easily while healing still leaves them an 18k squishy.
That's why shields are different. They're essentially "higher max health" so you can't burst them down in even one shot.
PhoenixGrey wrote: »How do you vision a light armor mag sorc surviving with one ward when outnumbered given the crit damage.
Wearing impreg is not a solution. Major/ minor system only works if hardened ward gets a major protection buff or something
DeadlyRecluse wrote: »The problem in PvP (might be) shield stacking, but that's not even the real target of the nerf.
The "problem" in PvE is instacast shields. They've made it pretty clear they don't want DPS toons in trials to hit one button to avoid mechanics.
Not saying I agree with it, but 80 percent of response to the shield cast time has been PvP related, despite the fact that it's barely relevant to the root cause of the nerf (or one of the root causes).
Mystrius_Archaion wrote: »AGREE.
A good move to a major/minor system on damage mitigation shields, keeping in line with the stated goal of standardizing effects (as with snares and weap/spell dmg buffs).
It's actually different and if they did make shields not stack but left them instant then they would stil lhave the same problem of "dps characters with a huge single shield" which is the real problem they want to fix or they would not have added the cast time to prevent even the first shield from applying instantly.
The true problem is shields are based on damage stats for sorcerers. Other classes have them based on max health like templar's Sun Shield. Sorcerers can get tanky while being a glass cannon. That's not fair to everyone else and makes the class too tempting to play over another.
Not really lol;) Honestly, I think the most fair approach would be removing the cast time, code a rule that only alows you to have 1 shield active and increase hardened ward by roughly 20% but still keep it critable. Possibly also reverse the whole resistance idea cause that makes no sense and encourages running sets like fortified or heavy armor which most of us surely would hate.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »AGREE.
A good move to a major/minor system on damage mitigation shields, keeping in line with the stated goal of standardizing effects (as with snares and weap/spell dmg buffs).
It's actually different and if they did make shields not stack but left them instant then they would stil lhave the same problem of "dps characters with a huge single shield" which is the real problem they want to fix or they would not have added the cast time to prevent even the first shield from applying instantly.
The true problem is shields are based on damage stats for sorcerers. Other classes have them based on max health like templar's Sun Shield. Sorcerers can get tanky while being a glass cannon. That's not fair to everyone else and makes the class too tempting to play over another.
This is incorrect. Nearly every heal works the exact same way - scales off offensive stats. Stamina/weapon damage, magicka/spell damage. Literally every class benefits the same way sorcerers do. Actually, sorcerers are more limited in that regard, as due to their heavy reliance on shields they have to invest MORE into magicka than other classes, which is why you see them running more sustain and less spell damage.
Templars BoL. Nightblades...lot of things. Cloak actually scales infinitely if you think about it. Warden heals, etc. Sorcerers are not alone in this - it's how the entire game is built, except when a skill specifies otherwise (Sun Shield, GDB, etc).
Healing is an entirely different animal though, it doesn't apply above and beyond your health. You have to survive to be able to heal. Damage shields can effectively turn an 18k health squishy into a 28k health tank easily while healing still leaves them an 18k squishy.
That's why shields are different. They're essentially "higher max health" so you can't burst them down in even one shot.
I never said they didn't have their difference - just that one of your assertions was wrong. Would you mind coming to a conclusion so that I can answer it all in one go? Based on context I assume you're now saying that you think the mechanical differences between shields and heals need some tuning, but I try not to assume.
Malamar1229 wrote: »PhoenixGrey wrote: »How do you vision a light armor mag sorc surviving with one ward when outnumbered given the crit damage.
Wearing impreg is not a solution. Major/ minor system only works if hardened ward gets a major protection buff or something
It's challenge for sure, but better than a 1 sec cast time. In open world I would probably still run impreg (light armor) with impen traits, bloodspawn, and the new magicka bone pirate set. Tri glyphs probs.
I especially don't have an issue in open world using just 1 shield as long as I have mobility. I use 1 on live right now, and it's 10.2k in size. But I use 2 swift jewelry traits so I can kite effectively and get away from zergs….even though the try hard will mount up and chase me.
Malamar1229 wrote: »Mystrius_Archaion wrote: »AGREE.
A good move to a major/minor system on damage mitigation shields, keeping in line with the stated goal of standardizing effects (as with snares and weap/spell dmg buffs).
It's actually different and if they did make shields not stack but left them instant then they would stil lhave the same problem of "dps characters with a huge single shield" which is the real problem they want to fix or they would not have added the cast time to prevent even the first shield from applying instantly.
The true problem is shields are based on damage stats for sorcerers. Other classes have them based on max health like templar's Sun Shield. Sorcerers can get tanky while being a glass cannon. That's not fair to everyone else and makes the class too tempting to play over another.
Point is null and void in an environment where shields can be crit and penetrated. It will still be a painpoint even if stacking is removed. But at least if it's instant, good players will still prevail.
You assessment of tanky glass canon is wrong. There is a reason why the majority of players are a Nightblade. They flock to easy and rewarding. I have yet to see a streamer in wolfhunter or a competent open worlf player use magicka sorc. It's played by zerglings because how effective wrath is while inside a zerg. Hell, 1 sec cast times wont even impact zerg surfers.
Another idea would be a 100% cost increase if you cast a shield on an alrady active shield. So like that depending on your opponent you gotta make the right decision to either let it fall off then recast or to cast it early to save your butt. The thing is you could time everything with that meanjng using cc to your advantage in this setting. Your shield is down you cc and recast.
Problem is not shield itself. Problem is shields stacking.