We should wait for how it is implemented exactly.
I'm happy the cast time is gone. There will be A LOT to test with the shield cap + resistances + crit changes.
Overall, still, light armor got hit very hard for PvP (and PvE but I don't know much about that).
The_Camper wrote: »So the conjured ward and annulment shields got instant cast back and will be capped at 40% of players health. We still do not know whether battle spirit would affect the 40% condition in PVP, so assuming the condition is applied after the battle spirit and they are still capped at 40%, lets take a look at how they compare against other shields. As it is always good to compare changes with numbers and statistics and NOT based on your feelings towards the changes.
Player: 20k HP. wearing 5 light armor pieces
Annulment - 8k shield pve/pvp ---- Cost: 3.9k mag
---- chance of getting 3k mag back with Harness
---- 25% shield increase with Dampen (yet to see in pts whether this will override 40% condition or not)
Conjured Ward - 8k shield in pve/pvp --- Cost: 2.7k / 2.9k mag
---- 10% magicka rec for 10 sec with Empowered ward
---- 23% shield increase with Hardened ward (yet to see in pts whether this will override 40% condition or not)
DK Igneous shield - 6k shield in pve/ 3k in pvp --- Cost: 3.6k mag
---- Major mending for 3 seconds
Templar Sun shield - 6.4k shield in pve/ 3.2k in pvp --- Cost: 3.7k mag
---- Ability to damage enemies upon activation
---- Ability to damage enemies nearby upon expiry.
Bone shield - 6.4k shield in pve/ 3.2k in pvp ---Cost: 3.6k stamina
---- allies nearby can activate synergy for a shield of 109%/ 54% of their HP
---- Bone surge: Major mending for allies for 5 seconds /Spiked : deals part of direct damage absorbed to enemies nearby upon expiry.
With these conditions alone, the current change to ward and annulment seems VERY balanced and in par with other shields and Sorcerer shield has the lowest cost compared to the others. So why all the nagging from sorcs even after the 1 sec cast time was removed? Now half of them wants 1 second cast time back instead of these shields. Most of the Magblades/ LA Magplars/ LA Magdks use annulment and none of them seem to be flooding forums with threads saying their class is unplayable. Yet, what's the problem with above shield values that specially and only magsorcs seem to have? Is it the lack of two shields on you that amounts to 35k in total while you can put all your focus into Spell damage and max magicka?
grannas211 wrote: »Totally. Because Dks and Templars rely on shields as their only form of defense. Oh wait..
Spoon feeding is the problem, they've got spoiled too much on easy mode. What's the point on wearing heavy and be magicka when light armor sorc does it better? On the contrary, light armor shouldn't be able to tank effectively whilst doing insane amount of damage because logically, you shouldn't have both.
The_Camper wrote: »We should wait for how it is implemented exactly.
I'm happy the cast time is gone. There will be A LOT to test with the shield cap + resistances + crit changes.
Overall, still, light armor got hit very hard for PvP (and PvE but I don't know much about that).
True and much more testing is needed when it drops in PTS to see how they actually perform. But in paper, these changes are actually much better than a cast time and addresses the issue of people stacking multiple shields and have 30k shields on them at all times.
What i don't understand is, the people who cry that these changes being so bad that they can't even play their class anymore are... Sorcerers! when other light armor mag classes are seemingly contempt with these changes.
It was made fairly clear that there's meant to be a balance between how much offensive stat you're stacking and your ability to negate damage. From the wording used, shields maximum possible value will scale with mag, as before, but only a certain amount can be applied based on your max hp.
So big hp pool, smaller max shield value, higher cap (that will not be reachable due to lack of mag)
big mag pool, larger max shield value, smaller cap (that will be hit due to mag pools)
Ya. The problem is that other classes, as well as sorcs, will have to start slotting heals and other skills to stay alive. With slots already at a premium this will result in either sacrificing survivability or dps. While already strong stam classes will have to make no changes. The rich get richer.
Spoon feeding is the problem, they've got spoiled too much on easy mode. What's the point on wearing heavy and be magicka when light armor sorc does it better? On the contrary, light armor shouldn't be able to tank effectively whilst doing insane amount of damage because logically, you shouldn't have both.
On contrary heavy armored dude shouldn't be able to pull out damage as high as LA user, also shouldn't be able to sustain as long.
What about Barrier and Leap shields?
MLGProPlayer wrote: »As a magicka main, I'm fine with these changes on paper (I haven't tested them in any content yet though).
I think it not only brings these shields in line with other shields, as you mention, but also stamina damage mitigation. Weaker (but not useless, as a cast time would have made them) shields allow room for stamina characters in PvE content. Prior to these changes, shields were unquestionably superior to dodging/blocking.
MLGProPlayer wrote: »As a magicka main, I'm fine with these changes on paper (I haven't tested them in any content yet though).
I think it not only brings these shields in line with other shields, as you mention, but also stamina damage mitigation. Weaker (but not useless, as a cast time would have made them) shields allow room for stamina characters in PvE content. Prior to these changes, shields were unquestionably superior to dodging/blocking.