rafaelcsmaia wrote: »First of all, GG to all class reps and ZOS for listening, the cast time was really an unplayable change.
Well now to the new proposed change, shields now cap at 40% of your max health.
While I consider this a step in the right direction, i'd like to use ZOS' own words as do "make combat more interesting by forcing choices between offense and defense" to raise the question:
Why 40%? Yes shields scale with max magicka, which is an offensive stats, but so do heals, and there is nothing stopping you from popping a heal and going from 10 to 100% health instantly.
I believe this should be tuned up a little bit, between 60 and 70% of your health would be more in line with how heals work.
If anyone have any salt regarding this, please keep it to yourself, i'm done with kidney stones already lol
rafaelcsmaia wrote: »First of all, GG to all class reps and ZOS for listening, the cast time was really an unplayable change.
Well now to the new proposed change, shields now cap at 40% of your max health.
While I consider this a step in the right direction, i'd like to use ZOS' own words as do "make combat more interesting by forcing choices between offense and defense" to raise the question:
Why 40%? Yes shields scale with max magicka, which is an offensive stats, but so do heals, and there is nothing stopping you from popping a heal and going from 10 to 100% health instantly.
I believe this should be tuned up a little bit, between 60 and 70% of your health would be more in line with how heals work.
If anyone have any salt regarding this, please keep it to yourself, i'm done with kidney stones already lol
Without seeing the actual shield numbers via PTS, hard to say.
On paper, 40% seems decent given you could still stack offensive stats to get better healing/dmg but your shield is capped at 40% health. 23000 health = a 9.2k shield value assuming battlespirit doesnt nerf it (4600 if it does).
And based on the shield equation that was updated quickly, id say a 4600 shield used reactive with resists/crit resists isnt terrible.
WrathOfInnos wrote: »I’m also very glad that shields will be instant cast. I think the numbers could use a little tweaking, but we’ll have to see how the mechanics work out.
On live, my Empowered Ward is 20k, Hardened is 24k. I have 15k health solo, 18k with raid buffs. Assuming raid buffed, Empowered Ward will have a base value of 7.2k next patch. I think that Bastion will still multiply on top of that, allowing shields to exceed 40% health, so my typical 31 CPs gives 13% more bringing Empowered Ward to 8.1k. Resistances will also apply to shields, and should effectively increase shield strength by another 25% on average for a light armor build (~13k resistance), making effective shield strength about 10k for Empowered Ward or Harness Magicka.
Hardened Ward and Dampen Magic also have extra multipliers, which I assume will apply after the 40% health cap (or both will be useless morphs). The 20% from Hardened brings it to 12k effective shield and Dampen’s 15% (for 5 piece light) brings it to 11.5k.
All of these are roughly a 50% nerf from live shields. I agree that it is slightly weak, and I think it would be fair to use a 50-60% health cap instead of the 40% (bringing shields to 12-15k, compared to 20k on live). I wouldn’t object to the 70% you request, but it would not be much of a nerf in PVE.
In PVP the I think the shields would need to be affected by battle spirit, capping at 20% of health (or I would push for 25-30%), since incoming damage is halved. If it was the same 40% then shields would be twice as strong in PVP as PVE, which would probably lead to more nerfs down the line. I don’t think shields should be crittable, given the significant reduction in strength and the fact that resistances won’t help much when your opponent has penetration.
rafaelcsmaia wrote: »WrathOfInnos wrote: »I’m also very glad that shields will be instant cast. I think the numbers could use a little tweaking, but we’ll have to see how the mechanics work out.
On live, my Empowered Ward is 20k, Hardened is 24k. I have 15k health solo, 18k with raid buffs. Assuming raid buffed, Empowered Ward will have a base value of 7.2k next patch. I think that Bastion will still multiply on top of that, allowing shields to exceed 40% health, so my typical 31 CPs gives 13% more bringing Empowered Ward to 8.1k. Resistances will also apply to shields, and should effectively increase shield strength by another 25% on average for a light armor build (~13k resistance), making effective shield strength about 10k for Empowered Ward or Harness Magicka.
Hardened Ward and Dampen Magic also have extra multipliers, which I assume will apply after the 40% health cap (or both will be useless morphs). The 20% from Hardened brings it to 12k effective shield and Dampen’s 15% (for 5 piece light) brings it to 11.5k.
All of these are roughly a 50% nerf from live shields. I agree that it is slightly weak, and I think it would be fair to use a 50-60% health cap instead of the 40% (bringing shields to 12-15k, compared to 20k on live). I wouldn’t object to the 70% you request, but it would not be much of a nerf in PVE.
In PVP the I think the shields would need to be affected by battle spirit, capping at 20% of health (or I would push for 25-30%), since incoming damage is halved. If it was the same 40% then shields would be twice as strong in PVP as PVE, which would probably lead to more nerfs down the line. I don’t think shields should be crittable, given the significant reduction in strength and the fact that resistances won’t help much when your opponent has penetration.
@WrathOfInnos
Im quite positive the extra bonuses of hardened ward and dampen doesnt allow them to bypass the 40%, since the 40% seems to be the maximum shield someone can have at a given time.
But I agree, it makes those morphs completelly useless, even more in PVE