If this is really the truth, that it is all about making healers feel more relevant in pve, then maybe the correct approach is to make shields work more like a magicka block where it doesn't absorb 100% of the damage in its pool, but mitigates like 80% or 90% of it. So at 80% if you have a 10k shield and get hit by a 3k, 3k, and 4k burst, the shield absorbs 8k of it while 2k of it actually makes its way through and affects your health bar. In this scenario you would still at this point have 2k left of mitigation left on the shield. In doing this you would not cap the shields at all, but instead allow for the health bar to take a small portion of unmitigated damage. At 90% obviously 1k would hit your healthbar while 9k would be mitigated and the shield would have 1k left on it. Sorcs would need some work done on self healing to make this viable for solo play perhaps. Shields would last a little longer, 10% or 20 % longer, but not mitigate 100% of the damage thrown their way.
I really think that something like this is the best solution, by now it's pretty obvious that the shield nerf was 100% targeted for PvE. Make it so that damage shields absorb between 75% - 90% of incoming damage affected by resistances/penetration and crit damage/crit resistances and then you can tweak stuff like shield strength, duration, cost, etc.
After that you can tweak stuff like surge, dark deal, passives, etc to increase healing to compensate for the damage passing through(and ofc for other magicka classes that might also need it)
These last changes like the health % cap and now making pets immune to damage in certain PvE content are just band aids to a problem that ZOS created in the first PTS patch.
BalticBlues wrote: »
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
Sorcs are MAGES and summoners and none of those classes have "actual heals" in any game.
Sorcs are MAGES and summoners and none of those classes have "actual heals" in any game.
Twilight matriarch is quite a beastly heal. The only issue is the pet would die over and over, thus making you have to spend 1 second cast time to resummon and heal again.
Pets are supposed to become immune now....so technically sorc healers just got an insane buff.
So did we hear if shattering blows and oblivion damage sets are still going to be in the game?
Also, I've finally accepted that I'm fine with being a glass cannon. That means I'll melt everyone and die easy, right? That's the trade off, right? So I get to completely melt the stamwarden that will dawnbreaker me to death in a second, right? What about the healplar, I get to gank him too since I'm easily killed, right? That's the logic, right?
Can't wait to just choose pure offense over survival. It will definitely let me kill heavy armor opponents who can do the very thing everyone complains sorcs do, right? So excited.
except sorc isnt a glass cannon to begin with, out pvp dmg is pretty poor
He's aware and being sarcastic about it. Of course, he's also right.
Sorcs are all glass now, but since the burst output doesn't justify the burst being backloaded and easily-avoidable, we're nothing cannon.
Sorcs are MAGES and summoners and none of those classes have "actual heals" in any game.
Twilight matriarch is quite a beastly heal. The only issue is the pet would die over and over, thus making you have to spend 1 second cast time to resummon and heal again.
Pets are supposed to become immune now....so technically sorc healers just got an insane buff.
Pets are supposed to become immune now....so technically sorc healers just got an insane buff.
BretonMage wrote: »Pets are supposed to become immune now....so technically sorc healers just got an insane buff.
They are not immune to damage in single arena, or against world bosses. Also they will lose their ability to draw aggro. It's only a buff if you *only* do dungeons with groups, really. For solo content, it's a nerf. Another nerf, that is.
Illuvatarr wrote: »Class sucks. They have nerfed everything on it. Some mag Sorcs are holding out playing the current spec and not internalizing that is going away. Every class has a counter to Sorcs. The Sorc has counters to no one. Mag classes from other classes do better sustained burst dps and don’t have the counters in place against its delivery. This group of devs have taken the most important element out of this game....it isn’t fun anymore. They have made pve either too easy or silly/based off of one shot mechanics. They have added the champion point system which basically has destroyed the game due to power scaling and poor implementation of its elements to every facet of the game. The pvp used to be amazing but now every class can do everything and classes with skill lines built for tanking/survivability can now also burst like a Sorc or better without the survivability hit. The heavy armor meta is ridiculous and should have been changed a year ago.
The very fact they are even considering adding the Soldier of Anguish set and the fact ZOS continues to augment stamina nightblades should indicate to the playerbase that they are listening to the wrong people about balance. More importantly, it shows a lack of forethought, an inability to learn from past mistakes and unfortunately, stupidity/arrogance; a brutal combination that consistently creates disaster. (hate to say that but is only way to describe it).
It’s silly and it will continue to become worse as long as the current development team is in place. I gave pet Sorc an honest shake. I really did. Pets die constantly in pvp. They charge into keep doors and siege instakills them. Pets don’t stay on your target. The matriarch burst heal isn’t enough to help with Sorc survivability in pvp. It’s also broken. The familiar dies from one dps round from any class. The AI is horrendous and antiquated.
Game sucks. It was at launch the best mmo developed.
Now the fun is missing. That isn’t just due to the Sorc changes; the entire game is broken at its core due to the inherent problems in pve. Vote with your dollar and don’t encourage this type of behavior from ZOS. Companies make changes based on earnings per share.
ShadowProc wrote: »Sorc will be fine for pvp. There are some great builds. Just need to change our way of thinking. Or I should say actual think about defense instead of just dumping everything into one stat. Cast time would have been to difficult to overcome but the shield change as is fine.
1. Frag stun
2. Streak fatigue + cost increase removed
3. Surge heal reverted back to a % of the crit
4. Ward minor protection or a cost reduction after all these nerfs in potential size.
Anything less than the above changes is murder to the class.
1. Frag stun
2. Streak fatigue + cost increase removed
3. Surge heal reverted back to a % of the crit
4. Ward minor protection or a cost reduction after all these nerfs in potential size.
Anything less than the above changes is murder to the class.
1. Frag stun
2. Streak fatigue + cost increase removed
3. Surge heal reverted back to a % of the crit
4. Ward minor protection or a cost reduction after all these nerfs in potential size.
Anything less than the above changes is murder to the class.
1. Frag stun
2. Streak fatigue + cost increase removed
3. Surge heal reverted back to a % of the crit
4. Ward minor protection or a cost reduction after all these nerfs in potential size.
Anything less than the above changes is murder to the class.
I would add in that the bonus magic/stamina from Daedric armor needs to be implemented as a passive.
Well, at least now the Hardened Ward and Dampen Magic morphs are not 100% useless. An increase to 60% HP cap would have been more appropriate imo but I guess that there is still room for tweaking.
However it seems that Bastion cp is still useless if your shield already reaches your 40%(or 50%) HP cap without it, any further changes planned for it?