It just seems keeping shields strong like they are and having the few options like we do currently and just changing them to not being able to be stacked would be allot smoother and more viable for light armor. Seems like a pretty poor option to cast two or three lack luster shields opposed to one good shield... Thoughts?
And what about all the ultimates, armor sets, passives, etc. that give damage shields?
It just seems keeping shields strong like they are and having the few options like we do currently and just changing them to not being able to be stacked would be allot smoother and more viable for light armor. Seems like a pretty poor option to cast two or three lack luster shields opposed to one good shield... Thoughts?
It just seems keeping shields strong like they are and having the few options like we do currently and just changing them to not being able to be stacked would be allot smoother and more viable for light armor. Seems like a pretty poor option to cast two or three lack luster shields opposed to one good shield... Thoughts?
usmguy1234 wrote: »It just seems keeping shields strong like they are and having the few options like we do currently and just changing them to not being able to be stacked would be allot smoother and more viable for light armor. Seems like a pretty poor option to cast two or three lack luster shields opposed to one good shield... Thoughts?
At what perspective are you saying that shields are too powerful?
Emmagoldman wrote: »I’ve seen you make several threads on shields and I’m pretty curious to your set up. I really don’t think you know how to play a class that uses shields or understand the mechanics behind it, let alone to the game play that makes these classes enjoyable. There already been pretty good input and suggestions for months on class changes that are better then what has been put forth
Why are they so bothered about shields in PvE ? Who gets hurt by big shields there ?
They want to hammer shields in PVE. Making shields unstackable and nothing else isn't going to accomplish that goal, as you'll still have very large single shields in PVE.
ZoS never stated they were specifically targetting PvE for shield nerfs. Aside for that dumb comment on shields being why healers are not relevant a while back, which they haven't brought up again (probably they realized it was silly). They just want to nerf magicka survaivability into oblivion.VaranisArano wrote: »Yes, that would be sufficient, probably, in PVP.
Alas, ZOS made it clear they have problems with damage shields in PVE as well where shield stacking is far less prevalent.
So, no.
They want to hammer shields in PVE. Making shields unstackable and nothing else isn't going to accomplish that goal, as you'll still have very large single shields in PVE.ZoS never stated they were specifically targetting PvE for shield nerfs. Aside for that dumb comment on shields being why healers are not relevant a while back, which they haven't brought up again (probably they realized it was silly). They just want to nerf magicka survaivability into oblivion.VaranisArano wrote: »Yes, that would be sufficient, probably, in PVP.
Alas, ZOS made it clear they have problems with damage shields in PVE as well where shield stacking is far less prevalent.
So, no.
As it currently stands, 3 nerfs are being made to damage shields:
* They're susceptible to status effects and poisons.
* They're crittable.
* They're being capped at 40% max HP.
1, 2 and 3 apply to PvP. Only 3 applies to PvE.
Yet some people keep claiming shield nerfs are primarily PvE oriented? Well, oooook.....
VaranisArano wrote: »Alas, ZOS made it clear they have problems with damage shields in PVE as well where shield stacking is far less prevalent.
They want to hammer shields in PVE. Making shields unstackable and nothing else isn't going to accomplish that goal, as you'll still have very large single shields in PVE.
ZoS never stated they were specifically targetting PvE for shield nerfs. Aside for that dumb comment on shields being why healers are not relevant a while back, which they haven't brought up again (probably they realized it was silly). They just want to nerf magicka survaivability into oblivion.
As it currently stands, 3 nerfs are being made to damage shields:
* They're susceptible to status effects and poisons.
* They're crittable.
* They're being capped at 40% max HP.
1, 2 and 3 apply to PvP. Only 3 applies to PvE.
Yet some people keep claiming shield nerfs are primarily PvE oriented? Well, oooook.....
ZOS_RobGarrett wrote: »Hey all,
Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.
First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.
The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.
If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.
In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.
VaranisArano wrote: »[
More seriously, when PVE players find PVE content too easy because of skills like shields or because DPS is too high, the devs have to either nerf DPS or design new harder content that only the top tier players have a hope of doing.
BretonMage wrote: »VaranisArano wrote: »[
More seriously, when PVE players find PVE content too easy because of skills like shields or because DPS is too high, the devs have to either nerf DPS or design new harder content that only the top tier players have a hope of doing.
But isn't it just the top tier players who are finding PVE content too easy? Doesn't this mean that average players will struggle even more to keep up? I think it's pretty unfair.
So what does this mean to me? It means that if I keep the same old build/rotation and depend on my damage shields like I did before on my MagSorc, PVE content is going to be harder for me. This is apparently the Devs' goal. And I really cant complain too much if I've been having an easier time than intended.
It also means that if I put in the effort to reach the new top tier, I can still do so. The meta will continue to change and I'm still going to have to put in the effort if I want to go from average to top tier. That means practicing rotations and progression and all that. Its not impossible with the changes. It does mean that if I dont adapt, I'm going to have a much harder time of it. DPS recovered after the Great Sustain Nerf of Morrowind and it will recover
So what does this mean to me? It means that if I keep the same old build/rotation and depend on my damage shields like I did before on my MagSorc, PVE content is going to be harder for me. This is apparently the Devs' goal. And I really cant complain too much if I've been having an easier time than intended.
It also means that if I put in the effort to reach the new top tier, I can still do so. The meta will continue to change and I'm still going to have to put in the effort if I want to go from average to top tier. That means practicing rotations and progression and all that. Its not impossible with the changes. It does mean that if I dont adapt, I'm going to have a much harder time of it. DPS recovered after the Great Sustain Nerf of Morrowind and it will recover
All the rotation practicing and dps in the world is not going to keep you alive. Youre going to be too busy stacking shields, blocking, roll dodging, and popping stam potions to do any real damage. In order to do any dps you’ll have to rely heavily on a decent healer, which I guess is the goal of all this.
The "some people" was not in reference to you. That part of my post was a general comment, it's something I keep reading here and there but hadn't a chance to comment on.Also where in those posts are you reading "primarily PVE oriented"?
Resistances will be applied to damage shields as well. This on its own is an indirect buff to shield size, however in PvP it is being (over)compensated by making shields crittable, and the only shields used in PvE are being nerfed into oblivion because they're going to be capped to 40% (each individual shield).I thought shields were being buffed, so that incoming damage now checks against your resistances instead of shields absorbing 100% of it. And now a 40% of HP cap on shields? Would be nice if they raise Bone Shield to 40%! Or does that mean all stacked shields can't add up to more than 40%? I don't play much on test, but I'm obviously missing something here.
No they won't unless you were running <35k magicka and no point into bastion, assuming an average light armor build.Pvp shields will be same size as before
These changes won't make healers relevant in 4-man content any more than they are now, because vet content dishes out large amounts of damage in 1-2s. Healers can't help you when you go 100 -> 0 in 2 seconds.In order to do any dps you’ll have to rely heavily on a decent healer, which I guess is the goal of all this.