TheValar85 wrote: »Caligamy_ESO wrote: »Haashhtaag wrote: »Now scaling max to 50% of max health..?
I assume this is an attempt for nerf for pvp but the only nerf it's doing for is PVE
Barely any change to the wards in PVP. but in PVE.. would get a 15k damage shield but now max 7k with hardened ward..Now scaling max to 50% of max health..?
I assume this is an attempt for nerf for pvp but the only nerf it's doing for is PVE
Barely any change to the wards in PVP. but in PVE.. would get a 15k damage shield but now max 7k with hardened ward..
No it was a nerf because pve healers didn’t feel useful because of shields.
And my PVE healer who uses shields is...? What?TheValar85 wrote: »Shields got nerfed because of PVE, not PVP.
The devs made a post explaining how shields let you bypass PVE mechanics as well as making healers less useful.
thats clear BS mate. I am always runnign with a healer and shields dosent make them less usefull at all. they just dont have to worry about much for one person more offten who use shiled and thats a huge relief for teh healers in egneral when it comes to dungeon running with pugs, when bascily half of the group still dont move out of the Sheet or they completly forgot how to dodgerole or simply block. I know a sheet load of healers who are actualy very appreciated when some one in the group is using a shield while he can heal out some of the hopless players in general in dungeons.
So that theroy what teh "devs said" is faild in every term as explanation. And also explain to me why are the PVP forums are full of demanding sroc shield nerfs? Or other sorc related nerfs hm?
And yet we are here at teh full cicrcle runnigning a class again. And gurl if you wanna ask teh question hwo is that ruining a class? Well paly with it yourself including cyrodiil BG and pve enviroment, and you'll see for yoru self.
ZOS_GinaBruno wrote: »ZOS’s high-level goals and things actively being worked on for update 20
- Smaller number of high impact changes
- Harness Magicka and Conjured Ward skills are overshadowing and diminishing the role of healers
- Light and Medium Armor do not compare favorably to Heavy Armor (mostly in PvP: it’s easier to get good damage, sustain, and mitigation from heavy)
- Duel Wield is an end-game PvE requirement because of the Blade Cloak skill
- Want to get class DPS and resource regeneration more in tune with each other
LOL thats a lie Please make a pool on the forum and ask out the healers? becasue in general none of them made statemnet about sorc shileds. NONE of them. They have anough sheet to deal with and they are definetly not bothered by shiled users LOL. thats clear BS.
Superhero1257b14_ESO wrote: »
You're not taking this little sentence into consideration:
"This change makes damage shields function more consistently with the rest of the game’s mechanics."
That's why they made them critable...nothing to do with PvP
I buy the PvE explanation for the shield nerf.
I have a fair number of friends who are able to four-DPS vet Falkreath Hold and all but a few of the other DLC dungeons, because hardened ward is so strong that they only need to roll-dodge a few cleaves while maintaining taunt.
We were, quite frankly, at the point where tanks were becoming obsolete, and much of the design of Horns of the Reach and Dragon Bones were meant to address tank obsoleteness. Plenty of individuals did complain about this, and it is a big problem.
The changes to shields, as with the percentage-based health mechanics of Moonhunter Keep and the hard stop on DPS with boss phases in March of Sacrifices, are part of a larger movement by the developers to end the paradigm of damage being the solution to all problems. With this change, it won't be possible to four-dps vet DLC dungeons, and it will give devs more room to design mechanics that can be challenging without being a guaranteed wipe that circumvents all player defensive abilities (think of Vykosa as an example of the former and Zaan as an example of the latter).
Consider also the defensive buff magicka DPS gains from the change to major evasion, which now mitigates 25% AoE damage. Prior to that change, only stamina could attain 100% uptime on a percentage-based damage mitigation of that magnitude via blade cloak, but now magicka DPS can gain access to that same mitigation and uptime from any source of major evasion, which could be a healer wearing Gossamer, the Specter's Eye set, or a class ability. The percentage-based reduction from evasion will reduce the damage inflicted upon the shield, thereby compensating for the shields' reduction in effectiveness.
The bottom line is that the shield changes make magicka DPS defensive strategy more complex and more difficult, but the changes accomplish that in a reasonably balanced way, and the changes are good for the player community as a whole.

TheValar85 wrote: »Shieldnerf is motivated by pve, not pvp.
thats not true. look up for your self in teh pvp threads, and on streames, and on youtube it was motivated by pvp and i dont even believe a damn thing what teh devs says in a cover story why did teh nerfed, everyone knows who is reading forums or watching pvp related streames or youtubers tehy are all cryied for sorc nerfs. Do your reasearch properly, and dont believe anything what teh devs says as a cower explanation.
Superhero1257b14_ESO wrote: »
You're not taking this little sentence into consideration:
"This change makes damage shields function more consistently with the rest of the game’s mechanics."
That's why they made them critable...nothing to do with PvP
Shields cannot crit, but can be critted.
Yeah consistent.
ForsakenSin wrote: »I buy the PvE explanation for the shield nerf.
I have a fair number of friends who are able to four-DPS vet Falkreath Hold and all but a few of the other DLC dungeons, because hardened ward is so strong that they only need to roll-dodge a few cleaves while maintaining taunt.
We were, quite frankly, at the point where tanks were becoming obsolete, and much of the design of Horns of the Reach and Dragon Bones were meant to address tank obsoleteness. Plenty of individuals did complain about this, and it is a big problem.
The changes to shields, as with the percentage-based health mechanics of Moonhunter Keep and the hard stop on DPS with boss phases in March of Sacrifices, are part of a larger movement by the developers to end the paradigm of damage being the solution to all problems. With this change, it won't be possible to four-dps vet DLC dungeons, and it will give devs more room to design mechanics that can be challenging without being a guaranteed wipe that circumvents all player defensive abilities (think of Vykosa as an example of the former and Zaan as an example of the latter).
Consider also the defensive buff magicka DPS gains from the change to major evasion, which now mitigates 25% AoE damage. Prior to that change, only stamina could attain 100% uptime on a percentage-based damage mitigation of that magnitude via blade cloak, but now magicka DPS can gain access to that same mitigation and uptime from any source of major evasion, which could be a healer wearing Gossamer, the Specter's Eye set, or a class ability. The percentage-based reduction from evasion will reduce the damage inflicted upon the shield, thereby compensating for the shields' reduction in effectiveness.
The bottom line is that the shield changes make magicka DPS defensive strategy more complex and more difficult, but the changes accomplish that in a reasonably balanced way, and the changes are good for the player community as a whole.
i just love your post saying its fine and justifying it when on your signature it shows
Khajiit stamblade main - Walking the Two-Moons Path and robbing cute Breton boys.
Breton magplar vet Trial Healer - Promoting wellness through self-reflection.
Argonian Tripot DK Cyrodiil Tank - One with the Hist and guarding cute Breton boys.
Altmer magsorc PvE DPS - Scamp tramp and unrepentant lush.
Haashhtaag wrote: »Now scaling max to 50% of max health..?
I assume this is an attempt for nerf for pvp but the only nerf it's doing for is PVE
Barely any change to the wards in PVP. but in PVE.. would get a 15k damage shield but now max 7k with hardened ward..Now scaling max to 50% of max health..?
I assume this is an attempt for nerf for pvp but the only nerf it's doing for is PVE
Barely any change to the wards in PVP. but in PVE.. would get a 15k damage shield but now max 7k with hardened ward..
No it was a nerf because pve healers didn’t feel useful because of shields.
TheValar85 wrote: »Shieldnerf is motivated by pve, not pvp.
thats not true. look up for your self in teh pvp threads, and on streames, and on youtube it was motivated by pvp and i dont even believe a damn thing what teh devs says in a cover story why did teh nerfed, everyone knows who is reading forums or watching pvp related streames or youtubers tehy are all cryied for sorc nerfs. Do your reasearch properly, and dont believe anything what teh devs says as a cower explanation.
Have seen a number of threads across the forums about how healers are unnecesary for most dungeons
with the best setups being considered 4 dps or 3 dps + tank
and a prevalence of fake healers due to the role being considered trivial
Superhero1257b14_ESO wrote: »
You're not taking this little sentence into consideration:
"This change makes damage shields function more consistently with the rest of the game’s mechanics."
That's why they made them critable...nothing to do with PvP
Shields cannot crit, but can be critted.
Yeah consistent.
The devs did mention that PvP also factored into their analysis, and the crit changes are very clearly a pvp only change because PvE enemies do not inflict critical damage at all.
The conversation about whether or not shields should "crit" on cast is one we should have, but it isn't as simple as "shields should gain an additional 50% magnitude on crit" because we don't actually have a consistent standard on defensive mechanics and crit. Blocking can "be critted" against in that critical damage inflicts more damage through block than does non-critical damage, but blocking "cannot crit" in that one does not randomly receive 50% additional block mitigation/reduced block cost based on one's weapon/spell crit rating. By contrast, healing can crit and restore an additional 50% health, and like shields and block it benefits from the target's critical resistance, but unlike shields and block healing can also be countered by two unique, stackable status effects that scale favorably for the attacker: major and minor defile. Even shattering blows doesn't compare to the amount of offensive counterplay defile provides against healing, which may justify why heals can be critically cast, but shields cannot.
Further complicating things is the fact that oblivion damage bypasses both shields and block, but doesn't really provide direct counterplay to healing, and while Befoul and Shattering Blows directly counter Bastion and Blessed, we don't have a CP star that increases damage done on targets that are blocking.
We need to have a conversation about whether or not these three defensive mechanics--shields, block, healing--should be standardized, but we shouldn't accept as a given that there is some common paradigm of "can be critted against, and thus should be able to critically-cast" because no such paradigm exists. We also shouldn't take for granted that we would want such a standardized paradigm regarding defensive mechanics: do you really want high-crit stamblades dodging 50% farther and faster for the same cost?
"nothing to do with PvP" and @waitwhat wants to defend that...Superhero1257b14_ESO wrote: »
You're not taking this little sentence into consideration:
"This change makes damage shields function more consistently with the rest of the game’s mechanics."
That's why they made them critable...nothing to do with PvP


Superhero1257b14_ESO wrote: »
You're not taking this little sentence into consideration:
"This change makes damage shields function more consistently with the rest of the game’s mechanics."
That's why they made them critable...nothing to do with PvP
Shields cannot crit, but can be critted.
Yeah consistent.
The devs did mention that PvP also factored into their analysis, and the crit changes are very clearly a pvp only change because PvE enemies do not inflict critical damage at all.
The conversation about whether or not shields should "crit" on cast is one we should have, but it isn't as simple as "shields should gain an additional 50% magnitude on crit" because we don't actually have a consistent standard on defensive mechanics and crit. Blocking can "be critted" against in that critical damage inflicts more damage through block than does non-critical damage, but blocking "cannot crit" in that one does not randomly receive 50% additional block mitigation/reduced block cost based on one's weapon/spell crit rating. By contrast, healing can crit and restore an additional 50% health, and like shields and block it benefits from the target's critical resistance, but unlike shields and block healing can also be countered by two unique, stackable status effects that scale favorably for the attacker: major and minor defile. Even shattering blows doesn't compare to the amount of offensive counterplay defile provides against healing, which may justify why heals can be critically cast, but shields cannot.
Further complicating things is the fact that oblivion damage bypasses both shields and block, but doesn't really provide direct counterplay to healing, and while Befoul and Shattering Blows directly counter Bastion and Blessed, we don't have a CP star that increases damage done on targets that are blocking.
We need to have a conversation about whether or not these three defensive mechanics--shields, block, healing--should be standardized, but we shouldn't accept as a given that there is some common paradigm of "can be critted against, and thus should be able to critically-cast" because no such paradigm exists. We also shouldn't take for granted that we would want such a standardized paradigm regarding defensive mechanics: do you really want high-crit stamblades dodging 50% farther and faster for the same cost?
Why are you talking to me again?"nothing to do with PvP" and @waitwhat wants to defend that...Superhero1257b14_ESO wrote: »
You're not taking this little sentence into consideration:
"This change makes damage shields function more consistently with the rest of the game’s mechanics."
That's why they made them critable...nothing to do with PvP
winterbornb14_ESO wrote: »Who cares what the Devs "said" they lie.
This is PvP based period.
The Devs are not able or are too lazy to make separate code as they should.
AcadianPaladin wrote: »I hear PvP players saying that magsorcs with shields were not overpowered in PvP - and I believe them.
I play as a PvE magplar templar healer and as a magsorc dps and what I am asserting just as strongly is that magsorcs with shields were not overpowered in PvE. And, once again, as a healer, it is boss one shot mechanics that challenge the role of healer - NOT mages with shields.
That is why I am scratching my head and am more than a little perplexed/irritated. This was a dumb nerf that neither PvE nor PvP players wanted!
Though this is a much more serious nerf, it reminds me in its silliness of the time when magplars lost the tiny stun that affected only one target from their shards that absolutely no one except the devs thought was a problem.
In both cases the 'explanation' made zero sense to those of us who play every day.
TheValar85 wrote: »TheValar85 wrote: »Shieldnerf is motivated by pve, not pvp.
thats not true. look up for your self in teh pvp threads, and on streames, and on youtube it was motivated by pvp and i dont even believe a damn thing what teh devs says in a cover story why did teh nerfed, everyone knows who is reading forums or watching pvp related streames or youtubers tehy are all cryied for sorc nerfs. Do your reasearch properly, and dont believe anything what teh devs says as a cower explanation.
Have seen a number of threads across the forums about how healers are unnecesary for most dungeons
with the best setups being considered 4 dps or 3 dps + tank
and a prevalence of fake healers due to the role being considered trivial
healer roles are not trivial for many players, thos who think that thay just speak from tehir ego. I never dared to go any where without a healer. And nor without a tank, Tank rely on heal and the ehal and the tank rely on the dd and the heal rely on both of them. Yet this is not a reason to say becasue a sroc in a group use shield feel less usefull as a healer, They are infact very important in every aspect of the game not just in pve but also in pvp. And those who denies that thats a lie. But simply becasue i am using a shiled as a sorc to defend my self when situations demands me by all means i use them, but still the healer is still healing me, becasue i will not become invincible teh shiled only gives me a brief moment when my hp drops while the ehal still can bring up everyone into a full HP, i just simply using my skill to delay my death. that dosent makes healers less useful. thats a fact. And i dont think they should be so depressed because they burdden is a bit lower when it comes for healing. OFC i am not saying we dont need healers cos thats BS i need them too. But this reason is a lie what Zeni said about shield nerfs. And no one can convince me. And i am not alone with that.
RinaldoGandolphi wrote: »So a few skills swaps, maybe a small gear change and a change in the placement of your CP can make your shields capable of absorbing more damage with less value then they did before with larger values.
I buy the PvE explanation for the shield nerf.
I have a fair number of friends who are able to four-DPS vet Falkreath Hold and all but a few of the other DLC dungeons, because hardened ward is so strong that they only need to roll-dodge a few cleaves while maintaining taunt.
We were, quite frankly, at the point where tanks were becoming obsolete, and much of the design of Horns of the Reach and Dragon Bones were meant to address tank obsoleteness. Plenty of individuals did complain about this, and it is a big problem.
The changes to shields, as with the percentage-based health mechanics of Moonhunter Keep and the hard stop on DPS with boss phases in March of Sacrifices, are part of a larger movement by the developers to end the paradigm of damage being the solution to all problems. With this change, it won't be possible to four-dps vet DLC dungeons, and it will give devs more room to design mechanics that can be challenging without being a guaranteed wipe that circumvents all player defensive abilities (think of Vykosa as an example of the former and Zaan as an example of the latter).
Consider also the defensive buff magicka DPS gains from the change to major evasion, which now mitigates 25% AoE damage. Prior to that change, only stamina could attain 100% uptime on a percentage-based damage mitigation of that magnitude via blade cloak, but now magicka DPS can gain access to that same mitigation and uptime from any source of major evasion, which could be a healer wearing Gossamer, the Specter's Eye set, or a class ability. The percentage-based reduction from evasion will reduce the damage inflicted upon the shield, thereby compensating for the shields' reduction in effectiveness.
The bottom line is that the shield changes make magicka DPS defensive strategy more complex and more difficult, but the changes accomplish that in a reasonably balanced way, and the changes are good for the player community as a whole.
RinaldoGandolphi wrote: »The changes to shields is not really a nerf though, its a pretty substantial buff.
Let me explain:
1. Major Resolve and Major Ward now apply to the damage shield reducing the damage it takes(Chudan Set, Volatile Armor, Boundless Storm, Templar Rune, Frost Cloak)
2. Blood Spawn now applies its proc to Shields.
3. Minor Resolve and Ward also apply to sheilds(Blessing of Protection Stonefist, etc)
4. Crit Resist applies to shields(good for PVP)
5. the Spell Sheild and Light Armor Focus CP now also apply to damage shields.
6. Sets that offer physical and spell resistance buffs now apply to shields.
7. The Protective JHewelry traint applies its bonus to shields.
8. Defending Trait weapons and Reinforced Armor trait apply to sheilds.
660 Armor/Spell Resist = 1% mitigation roughly, so speaking of PVE only
A 9k Ward with an armor buff taking the above into consideration is more powerful than a 15k Ward was before.
So a few skills swaps, maybe a small gear change and a change in the placement of your CP can make your shields capable of absorbing more damage with less value then they did before with larger values.
I finished soloing all the Craglorn group areas and delves this evening, foguht and killed bosses i couldn't yesterday. Harness Magicka feels significantly stronger in PVE than it did yesterday.
Food for thought.
What Gina said could easily be taken for both PvP and PvE.. those skills were apparently overshadowing healers.. it didn't say in what content.
Now scaling max to 50% of max health..?
I assume this is an attempt for nerf for pvp but the only nerf it's doing for is PVE
Barely any change to the wards in PVP. but in PVE.. would get a 15k damage shield but now max 7k with hardened ward..