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My first thoughts, post patch.

  • Jeremy
    Jeremy
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    MaleAmazon wrote: »
    4 seconds of minor protection after using a Aedric Spear ability is underwhelming. But I guess it's better than nothing.

    I´d say it´s pretty great. I´m not sure but AFAIK mitigation is multiplicative, so assuming the spearjabbing targeting is better (haven´t had the time to try it yet), you have a boosted puncturing strikes that also constantly makes you take 8% less damage, which is basically the defensive equivalent of minor berserk...

    Might be alright for melee Templars. But for healers, I doubt it helps me much, especially with the changes to how Breath of Life targets. Meleeing is a pain for Templar Healers because it often leaves targets behind you so you can't heal them.
    Edited by Jeremy on October 23, 2018 7:41AM
  • Sharee
    Sharee
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    Jeremy wrote: »
    Sharee wrote: »
    Jeremy wrote: »
    MaleAmazon wrote: »
    I've only played on my healer thus far though. I suppose it's possible other Templar abilities that my healer doesn't use have been buffed. But from the way people were talking, I was expecting a dramatic improvement. One poster even said they were giving Templar access to the major protection buff.

    It´s minor protection from the aedric spear wall passive... The changes look good on paper, especially for stamina templars, but nothing major... just IMO templars have gotten several nice boosts lately with their major resolve + ward being better, now magicka templars get the damage morph to radial sweep...

    I guess either I read it wrong or the poster was mistaken then. Because I was expecting access to Major Protection, which would have been a very nice buff. 4 seconds of minor protection after using a Aedric Spear ability is underwhelming. But I guess it's better than nothing.

    Templars actually did get major protection, on their aedric spear ultimate. IIRC 6 seconds plus one extra second for each enemy hit.

    True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.

    Well. Said ultimate has a cost of 72. Hitting six enemies gives a 12 second buff. That's as close to 'reliably keep active' as you can get (at least i am not aware of a way to keep major protection up more reliably than that, besides staying in meditiate)
  • starkerealm
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    MaleAmazon wrote: »
    4 seconds of minor protection after using a Aedric Spear ability is underwhelming. But I guess it's better than nothing.

    I´d say it´s pretty great. I´m not sure but AFAIK mitigation is multiplicative, so assuming the spearjabbing targeting is better (haven´t had the time to try it yet), you have a boosted puncturing strikes that also constantly makes you take 8% less damage, which is basically the defensive equivalent of minor berserk...

    It's multiplicative, and applied after your base armor mitigation. So, if your armor is mitigating 50% (~32k resist, and the cap for that), then minor protection will take another 4% off the initial damage. If you block, that's another -50%, so -25% unmitigated, and your minor protection gets dragged down to 2% less than if you didn't have it.

    This gets worse if you're, you know, on a Templar, and using a sword and board, because that increases your blocking mitigation further.

    EDIT: I should caveat this, I've never sat down and verified the way it works, the explanation I got meshes with what I've seen, but there could be nuances I'm unaware of.
    Edited by starkerealm on October 23, 2018 7:40AM
  • Jeremy
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    Sharee wrote: »
    Jeremy wrote: »
    Sharee wrote: »
    Jeremy wrote: »
    MaleAmazon wrote: »
    I've only played on my healer thus far though. I suppose it's possible other Templar abilities that my healer doesn't use have been buffed. But from the way people were talking, I was expecting a dramatic improvement. One poster even said they were giving Templar access to the major protection buff.

    It´s minor protection from the aedric spear wall passive... The changes look good on paper, especially for stamina templars, but nothing major... just IMO templars have gotten several nice boosts lately with their major resolve + ward being better, now magicka templars get the damage morph to radial sweep...

    I guess either I read it wrong or the poster was mistaken then. Because I was expecting access to Major Protection, which would have been a very nice buff. 4 seconds of minor protection after using a Aedric Spear ability is underwhelming. But I guess it's better than nothing.

    Templars actually did get major protection, on their aedric spear ultimate. IIRC 6 seconds plus one extra second for each enemy hit.

    True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.

    Well. Said ultimate has a cost of 72. Hitting six enemies gives a 12 second buff. That's as close to 'reliably keep active' as you can get (at least i am not aware of a way to keep major protection up more reliably than that, besides staying in meditiate)

    That's only if you have 6 enemies around to consistently hit. That's not going to always be the case.
    Edited by Jeremy on October 23, 2018 7:43AM
  • MaleAmazon
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    True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.

    Major protection is an awesome buff, of course you shouldn´t be able to reliably keep it active.
    Might be alright for melee Templars. But for healers, I doubt it helps me much, especially with the changes to how Breath of Life targets. Meleeing is a pain for Templar Healers because it often leaves targets behind you so you can't heal them

    Well, I really can´t see how templars make poor healers, though. But there wasn´t a big boost to healing specifically, no.
    It's multiplicative, and applied after your base armor mitigation. So, if your armor is mitigating 50% (~32k resist, and the cap for that), then minor protection will take another 4% off the initial damage. If you block, that's another -50%, so -25% unmitigated, and your minor protection gets dragged down to 2% less than if you didn't have it.

    This gets worse if you're, you know, on a Templar, and using a sword and board, because that increases your blocking mitigation further.

    Well, unless I´m missing something (I´ve only read the discussions, never did extensive testing myself since it seems a bit of a waste of time with the constant changes), the consensus has been that "minor protection is bad if you have massive mitigation to begin with". Ok, I just don´t use it that way. Again AFAIK whatever net damage you take, you get minor protection and you take 8% less. Putting in a massive DK tank in the equation, who is already basically untouchable, is a bit of a straw man imo. Maybe things would be different if I played a lot in Vivec zergball heavy armor meta, but that lagfest doesn´t appeal to me :D

    By the same logic, minor berserk is useless since it´s 8% more damage but ppl might mitigate 75% of it, so it´s really only 2% more damage and therefore a useless buff.

    I just disagree.
    Edited by MaleAmazon on October 23, 2018 7:56AM
  • Jeremy
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    MaleAmazon wrote: »
    True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.

    Major protection is an awesome buff, of course you shouldn´t be able to reliably keep it active.
    Might be alright for melee Templars. But for healers, I doubt it helps me much, especially with the changes to how Breath of Life targets. Meleeing is a pain for Templar Healers because it often leaves targets behind you so you can't heal them

    Well, I really can´t see how templars make poor healers, though. But there wasn´t a big boost to healing specifically, no.
    It's multiplicative, and applied after your base armor mitigation. So, if your armor is mitigating 50% (~32k resist, and the cap for that), then minor protection will take another 4% off the initial damage. If you block, that's another -50%, so -25% unmitigated, and your minor protection gets dragged down to 2% less than if you didn't have it.

    This gets worse if you're, you know, on a Templar, and using a sword and board, because that increases your blocking mitigation further.

    Well, unless I´m missing something (I´ve only read the discussions, never did extensive testing myself since it seems a bit of a waste of time with the constant changes), the consensus has been that "minor protection is bad if you have massive mitigation to begin with". Ok, I just don´t use it that way. Again AFAIK whatever net damage you take, you get minor protection and you take 8% less. Putting in a massive DK tank in the equation, who is already basically untouchable, is a bit of a straw man imo. Maybe things would be different if I played a lot in Vivec zergball heavy armor meta, but that lagfest doesn´t appeal to me :D

    By the same logic, minor berserk is useless since it´s 8% more damage but ppl might mitigate 75% of it, so it´s really only 2% more damage and therefore a useless buff.

    I just disagree.
    MaleAmazon wrote: »
    True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.

    Major protection is an awesome buff, of course you shouldn´t be able to reliably keep it active.
    Might be alright for melee Templars. But for healers, I doubt it helps me much, especially with the changes to how Breath of Life targets. Meleeing is a pain for Templar Healers because it often leaves targets behind you so you can't heal them

    Well, I really can´t see how templars make poor healers, though. But there wasn´t a big boost to healing specifically, no.
    It's multiplicative, and applied after your base armor mitigation. So, if your armor is mitigating 50% (~32k resist, and the cap for that), then minor protection will take another 4% off the initial damage. If you block, that's another -50%, so -25% unmitigated, and your minor protection gets dragged down to 2% less than if you didn't have it.

    This gets worse if you're, you know, on a Templar, and using a sword and board, because that increases your blocking mitigation further.

    Well, unless I´m missing something (I´ve only read the discussions, never did extensive testing myself since it seems a bit of a waste of time with the constant changes), the consensus has been that "minor protection is bad if you have massive mitigation to begin with". Ok, I just don´t use it that way. Again AFAIK whatever net damage you take, you get minor protection and you take 8% less. Putting in a massive DK tank in the equation, who is already basically untouchable, is a bit of a straw man imo. Maybe things would be different if I played a lot in Vivec zergball heavy armor meta, but that lagfest doesn´t appeal to me :D

    By the same logic, minor berserk is useless since it´s 8% more damage but ppl might mitigate 75% of it, so it´s really only 2% more damage and therefore a useless buff.

    I just disagree.


    Well that was the impression I was under, that they would be able to to reliably keep it active. Thus: my disappointment to discover that wasn't the case.

    As to your second point, may want to try reading my comment again. Because I didn't say Templars made poor healers. I said meleeing is a pain for Templar healers because it requires them to move in close - which often puts targets behind you so you can't heal them due to those stupid changes to how Breath of Life targets.

    I really don't see any improvements for Templar healers in this patch. All they did was have their spell crit reduced and Radiant messed with. Everything that's arguably useful is melee oriented.
    Edited by Jeremy on October 23, 2018 8:03AM
  • MetalHead4x4
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    I played my MagSorc just earlier and can't even streak through a group now, thats how I always combated them til this patch, now I just insta-die. Once I have to go on the defensive and get away I just get melted where before I could make it out alive. MagSorc is weak. They ruined it. An 8k shield in Cyro is a joke, thats one hit from a strong Stam player.
    PC/NA Daevyen the Warlock (Sorc)
  • coplannb16_ESO
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    before the servers went down again I only managed to do a nCR run on my magDK. what I certainly noticed was that my shield wasnt capable to keep me alive. 8.900 shield with spiked armor running droped way faster than my 18000 shield pre patch without resists beeing factored in.

    I died even when spamming the shield non-stop for instance when beeing hit by those laserbeams inside the portal of the endboss, self-healing was insufficent there too (e.g. spamming burning embers on crystals).

    I need to remove my 56 points into Bastion and will probably drop them into LA-mastery to test whether this helps, but I doubt it. increasing my health to boost the shield is also not worthwhile one big glyph with infused is 1000 hp more, that is 400-500 shield strength. of course the HP themself help with survivability so to get close to the survivability pre patch I think Id have to increase my health by say 4000 points, going to 21-22 K with food, that would provide a shield of 10-11 K, thus I end up with a 31-34K buffer. comparing to pre-patch where I had 17k+18k = 35K. I dont know, maybe the resists are not factoed in (a bug?), I dont know.

    still that would drop my max magicka to 32-34K or so which severely gimps my damage and sustain (which is crap already anyway).

    they should not have messed with this or at least cut the cost of shields also by 50%.

    especially as melee class in light armor (mag DK) this hurts in pve. risk versus rewards was never balanced, but now its a nightmare...
    Edited by coplannb16_ESO on October 23, 2018 8:01AM
    max level: mDK, stamBlade, stamSorc, magPlar, mDen, stamDen, magBlade, stamCro
    ESO+
    # of mules: 4 (FULL)
    maxed bank: FULL -_-
    Stop the grind! Get rid of stupid events and daily-quest gallore. Get rid of "have a chance of 1 in a million to get a piece of 1 in 30 to get a stupid motif or pet... wtf..."
    And at this point just remove all classes and have everyone choose their set of skills. then balance accordingly to skills always used vs. skills never used.
  • IlCanis_LupuslI
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    MaleAmazon wrote: »
    Funny cause I just got my first flawless on vMA this morning, post-patch.

    No, it´s not bragging, it´s just... play something else for a while then. Werewolves are really fun now. The game isn´t wrecked. At most, the exact way you wanted to play the game got changed. Happens.

    As for shields they didn´t even get straight up nerfed, they got altered. You need more resistances and some more hp now. So respec and get that.

    ZOS stated it clearly that they didn´t want people to just pour everything into one stat and have that stat boost attack, defense, mobility (streak), everything basically. And IMO that makes sense. There is just a giant resistance among some people, it seems, to wearing some heavy armor. And note that you can still run around in your bathrobes, it´s just now you pay some price for it. They even obliged and removed the cast time change.

    As someone who got slightly tired of playing PvP and actually *having* a *real* glass cannon build, and facing sorcs with 17k hp who would suddenly turn invulnerable when you got them down to 20% hp, I´m not gonna cry blood for you.


    @MaleAmazon https://m.youtube.com/watch?v=ruF_xdXjBWM

    Why not combine those 2 things :wink:
    Flawless vmsa & werewolf
    *here I did it on console with Savage Strength not working
    P. S. Congrats!
    Edited by IlCanis_LupuslI on October 23, 2018 8:12AM
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Olupajmibanan
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    Brawler shield is actually much much stronger than it was before patch.

    Note, only Conjured Ward and Annulment have the health cap. Others shields have no cap at all.
    Edited by Olupajmibanan on October 23, 2018 8:10AM
  • MaleAmazon
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    Why not combine those 2 things :wink:
    Flawless vmsa & werewolf
    *here I did it on console with Savage Strength not working

    Lolbuilds :D

    I did vMA flawless on my werewolf... had 20 k hp for my highscore but I would die once or twice to some instamechanic + attack while mid-air jumping... got my blood moon + mechanical acuity now... less dps and stamina regen, but much more reliable with 15 k magicka for selfheals :)

    It is still the only char I have that smashes Voriak Solkyn to 70% hp before the crematorial guard... werewolves are just so satisfying at the moment :D Every time I morph back into normal form it´s like a car that suddenly runs out of gas and starts coughing B)
    Edited by MaleAmazon on October 23, 2018 8:14AM
  • Vahrokh
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    Sharee wrote: »
    Morgha_Kul wrote: »
    This raises a question in my mind. Sorcerors in particular are expected to be somewhat flimsy, as they're relied upon for damage. That means they HAVE to have some kind of reasonable defense, and their shields were that defense. How are they expected to defend themselves now? How is ANYONE expected to defend themselves now, if our defenses are thus crippled?

    Sorcerers aren't expected to be flimsy any more than any other class in TESO. People were just playing them that way because it was the most efficient way, thanks to overpowered shields.

    Change your build. Increase your other defenses, shields benefit from your resistances now.

    Yeah, sorcs were all out glass cannons who could deal those fat 70k DPS and humiliated magblades, stamblades and so on. So, now they got a good nerf they deserved and finally are brought in line with everyone else.


    Oh... wait. This never happened. Magsorcs did lackluster damage before and now, with your suggestions, would do so little damage that there's no point to ever invite them to a trial again.
    Edited by Vahrokh on October 23, 2018 8:17AM
  • Vahrokh
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    Troneon wrote: »
    Morgha_Kul wrote: »
    Each of my pets was immediately oneshotted, despite the Hardened Ward, and then I also was oneshotted. Not a chance at all to do anything.

    Welcome to what's it is like for everyone else :)

    Stop sucking?

    I see all sorts of classes of all kinds soloing 3-4 Summerset world bosses just fine.
  • ATomiX96
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    my first impression when i saw the full patch notes: i've seen worse
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    MaleAmazon wrote: »
    Why not combine those 2 things :wink:
    Flawless vmsa & werewolf
    *here I did it on console with Savage Strength not working

    Lolbuilds :D

    I did vMA flawless on my werewolf... had 20 k hp for my highscore but I would die once or twice to some instamechanic + attack while mid-air jumping... got my blood moon + mechanical acuity now... less dps and stamina regen, but much more reliable with 15 k magicka for selfheals :)

    It is still the only char I have that smashes Voriak Solkyn to 70% hp before the crematorial guard... werewolves are just so satisfying at the moment :D Every time I morph back into normal form it´s like a car that suddenly runs out of gas and starts coughing B)

    I used chudan for my flawless run +vicious serpent +blood moon worked amazing, almost died to the poison plants but pulled through with 300 hp
    Managed to flawless it on 1st attempt got lucky with rng I guess. Atm it's pretty much the only thing keeping the fun in this game 4 me atm. I'm anjoying it quite thoroughly. :smiley:
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Morgha_Kul
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    Good grief, I just want to PLAY, I didn't think I'd need a Master's Degree in calculus.

    Sorcerors would be flimsier because they're more likely to wear light armour, which provides less protection... except for the shield, which now provides less protection.

    Again though, I'm quite content to try to figure out how to rebuild every one of my 12 characters... but the cost of respeccing the skills, then the attributes, then the Champion points.... it's impossible for me to do. These things need to be reset for us, since these changes have so dramatically changed so many builds.
    Exploring Tamriel since 1994.
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    I'm getting quite decent scores aswell(non flawless I play more aggressive) had a 520k score yesterday but much room for improvement @MaleAmazon I'm having so much fun with ww in pvp it's unbelievable
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • MaleAmazon
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    My only problem with werewolves in PvP is maintaining the transformation. I used salvation set there but it is probably better to use sets that work well when out of werewolf form, and transform at the right moment.

    Funniest thing was the other day though when an AD player went after me in IC when I wasn´t transformed. I managed to survive, get around a corner, transform, turn around and then tore him to pieces in 5 seconds. :D

    I die a lot too, but it is still awesomeness. Awesomeness with sugar on top is when you manage to ambush people using an invisibility potion in werewolf form. The furry menace from nowhere <3
    Edited by MaleAmazon on October 23, 2018 8:37AM
  • LadyNalcarya
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    The patch is a disaster which is a shame because the zone itself doesnt look so bad and the premise of the story seems interesting. I have to admit that even though I hate argonians lol.
    Combat balance, on the other hand... Seeing these changes, I'm glad I gave up on raiding. At this point it's kinda pointless to try to be competitive in both pvp and pve with all the random nerfs and questionable balance decisions. Oh well... The game still has decent story quests, I guess. But it's still a shame, this game had much more potential than just being a questing themepark.
    Edited by LadyNalcarya on October 23, 2018 10:37AM
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    MaleAmazon wrote: »
    My only problem with werewolves in PvP is maintaining the transformation. I used salvation set there but it is probably better to use sets that work well when out of werewolf form, and transform at the right moment.

    Funniest thing was the other day though when an AD player went after me in IC when I wasn´t transformed. I managed to survive, get around a corner, transform, turn around and then tore him to pieces in 5 seconds. :D

    I die a lot too, but it is still awesomeness. Awesomeness with sugar on top is when you manage to ambush people using an invisibility potion in werewolf form. The furry menace from nowhere <3

    @MaleAmazon yeah I can't play it in pvp, Savage Strength still not fixed on console I'm squishy af. Frustrating expecially since I've played ww since console launch, I've worked through many bugs on ww but this one is literally not compensatible without running as a full tank unable 2 do damage. So I'm having my fun in pve hoping they fix it soon. 3months no ww in pvp is extremely frustrating :sweat:
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    @MaleAmazon
    Maintaining transformation is a matter of practise I've played ww forever so I've gotten pretty good at it :smiley:
    Edited by IlCanis_LupuslI on October 23, 2018 5:01PM
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Bevik
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    Looks like the time has come to play smart. What a shame for some. ;)
  • Kel
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    Jeremy wrote: »
    Morgha_Kul wrote: »
    So, I saw all the hue and cry over the upcoming patch, but I thought them overblown as usual. I wanted to see what actually happened.

    So, I started with my Sorceror, Morgha Kul. In the past, he's been able to take on world bosses on his own. So, I took him to face the Golden Saint in Stonefalls. Each of my pets was immediately oneshotted, despite the Hardened Ward, and then I also was oneshotted. Not a chance at all to do anything.

    So, I took him into a delve and turned on my damage numbers, so I could see what was happening. In essence, the shield of Hardened Ward, which was just about his ONLY defense, has been reduced to little more than a sneezeguard. He now has next to nothing to protect himself with.

    So, I logged onto Stephen of Canada. Now, this is a special character, with a special premise. So far, he's gone 43 levels without a defeat. I've been able to take on dolmens on my own, and fought off large numbers of foes. He's a Templar set up kind of uniquely, but generally for healing and tanking. When fighting with a 2 handed weapon, I've always relied on the shield from Brawler for defense, because without that, he's GOT to use his healing, more or less continuously... which quickly goes away when he runs out of magicka. Brawler's shield has always been quite sufficient for this task.

    So, off I went to take on a foe. Now, granted, I was taking on a world boss, the gargoyle in Rivenspire. I hit it with Brawler, and was immediately oneshotted. 43 levels of careful play ruined by a newly broken game mechanic. The shield was entirely worthless. I'm a bit crushed by this turn of events, it's kind of derailed the character's "story."

    Now, this is probably in part because I have no points in Health. Most of my points are in Stamina, with some in Magicka (I was advised to do this). I'm told the new system for shields bases them on your max health... so with no points in Health, the shields are going to be very weak.

    This raises a question in my mind. Sorcerors in particular are expected to be somewhat flimsy, as they're relied upon for damage. That means they HAVE to have some kind of reasonable defense, and their shields were that defense. How are they expected to defend themselves now? How is ANYONE expected to defend themselves now, if our defenses are thus crippled?


    Now, it might be better once I respec and fix my points. I'll have to go to the test server and see if there's actually any benefit, or if shields are now useless. Either way, there's no way I can afford to respec all my characters.

    So, I'm also putting out there the need for a blanket free respec of skills AND attributes, since this is a crippling change that will affect MOST characters in the game.

    That golden saint world boss in Stone Falls is one of the hardest hitting world bosses in the game. That fire whip move is nasty, and he likes to combine it with a stun. So I'm not surprised he was one-shotting you.

    I have to wear Earth Gore on that guy to solo him with my healer, who is built quite defensively. My tank can handle him, but then again he's a tank.

    So far I'm not that crazy about this patch either though. Templars were suppose to be getting buffed. Or so I was told. But all I have noticed thus far is my spell critical going down and something seems weird with my Radiant Destruction. I'm not sure if it was nerfed exactly, but it seems shorter now and I have to use it more times to kill enemies.
    Morgha_Kul wrote: »
    Yep I get it.

    A fundamental point I was making though, is that with these changes having such a fundamental impact on so many characters, a free respec is warranted.

    Also, a point I was making is that using Brawler (and Hardened Ward), I hadn't had any trouble until today. That tells me something has changed in how the shields work, since they do next to nothing now.

    I'd happily change everything about all my characters to compensate, but I simply can't afford it.

    I'm not sure what you've been doing with Brawler. But, taking that up against the Gargoyle in Rivenspire would have smeared you 24 hours ago, just like it did today. He's got a vicious one shot attack. I forget the exact damage, but it became a brutal fight when One Tamriel dropped. You want to survive that hit? Dodge roll. Shielding through the hit on a DPS with anything less than Barrier is not going to end well.


    ^
    Both these.
    You took on two of the hardest to solo world bosses. Not the most reliable of tests. Both these bosses could smear you before Murkmire.

    But I do agree the changes are going to be jarring for players who relied on shields. But only if you are trying to play the way you used to play. That's just not going to happen. At least, for another 3 months until the next patch....if even then.
  • NyassaV
    NyassaV
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    It's not as terrible as it seemed but it's still bad for anyone who plays magicka
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Neoauspex
    Neoauspex
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    Dodgeroll mate
  • Bosov
    Bosov
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    Morgha_Kul wrote: »
    So, I saw all the hue and cry over the upcoming patch, but I thought them overblown as usual. I wanted to see what actually happened.

    So, I started with my Sorceror, Morgha Kul. In the past, he's been able to take on world bosses on his own. So, I took him to face the Golden Saint in Stonefalls. Each of my pets was immediately oneshotted, despite the Hardened Ward, and then I also was oneshotted. Not a chance at all to do anything.

    So, I took him into a delve and turned on my damage numbers, so I could see what was happening. In essence, the shield of Hardened Ward, which was just about his ONLY defense, has been reduced to little more than a sneezeguard. He now has next to nothing to protect himself with.

    So, I logged onto Stephen of Canada. Now, this is a special character, with a special premise. So far, he's gone 43 levels without a defeat. I've been able to take on dolmens on my own, and fought off large numbers of foes. He's a Templar set up kind of uniquely, but generally for healing and tanking. When fighting with a 2 handed weapon, I've always relied on the shield from Brawler for defense, because without that, he's GOT to use his healing, more or less continuously... which quickly goes away when he runs out of magicka. Brawler's shield has always been quite sufficient for this task.

    So, off I went to take on a foe. Now, granted, I was taking on a world boss, the gargoyle in Rivenspire. I hit it with Brawler, and was immediately oneshotted. 43 levels of careful play ruined by a newly broken game mechanic. The shield was entirely worthless. I'm a bit crushed by this turn of events, it's kind of derailed the character's "story."

    Now, this is probably in part because I have no points in Health. Most of my points are in Stamina, with some in Magicka (I was advised to do this). I'm told the new system for shields bases them on your max health... so with no points in Health, the shields are going to be very weak.

    This raises a question in my mind. Sorcerors in particular are expected to be somewhat flimsy, as they're relied upon for damage. That means they HAVE to have some kind of reasonable defense, and their shields were that defense. How are they expected to defend themselves now? How is ANYONE expected to defend themselves now, if our defenses are thus crippled?


    Now, it might be better once I respec and fix my points. I'll have to go to the test server and see if there's actually any benefit, or if shields are now useless. Either way, there's no way I can afford to respec all my characters.

    So, I'm also putting out there the need for a blanket free respec of skills AND attributes, since this is a crippling change that will affect MOST characters in the game.

    Im not sure but that boss might have been nerfed... but if it is not that boss is an absolute monster. If that boss was in Maelstrom arena nobody would ever finish it.
    Xbox One - EU - GT : Bosov
    PC - EU - @Bosov91

    ESO Highight :
    https://twitter.com/SlashLurk/status/895068339273310208

  • Mihael
    Mihael
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    ArchMikem wrote: »
    Morgha_Kul wrote: »
    This raises a question in my mind. Sorcerors in particular are expected to be somewhat flimsy, as they're relied upon for damage. That means they HAVE to have some kind of reasonable defense, and their shields were that defense. How are they expected to defend themselves now? How is ANYONE expected to defend themselves now, if our defenses are thus crippled?

    You do know characters like my StamBlade and StamSorc don't rely on shields whatsoever, yeah? Seriously, getting weaker shields, a broken game it does not make. You're just gonna have to spend CP into your Resistances now, get them up a bit higher, and change your reliance from shields over to a reliance on self heals.

    I'm just very indifferent about this. My only Mag character is my Healer and even she doesn't use a shield, so this change doesn't concern me whatsoever. In fact PvP should be better for me because of it. No more shield stacking players.

    Most people in this thread “I play Stam I’ve never played mag sorc but since I am bad at this game I get completely destroyed by sorcs so I’m happy they got nerfed and they deserved it. I am going to continue believing this instead of actually playing the class and understanding that’s it’s not as simple as just adding more resistances. But like I said I don’t play sorc I play stam”
  • Saucy_Jack
    Saucy_Jack
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    Morgha_Kul wrote: »
    So, off I went to take on a foe. Now, granted, I was taking on a world boss, the gargoyle in Rivenspire. I hit it with Brawler, and was immediately oneshotted. 43 levels of careful play ruined by a newly broken game mechanic. The shield was entirely worthless. I'm a bit crushed by this turn of events, it's kind of derailed the character's "story."

    Dragonbreak. Never happened. ;)
    ALL HAIL SNUGGLORR THE MAGNIFICENT, KING OF THE RNG AND NIRN'S ONE TRUE GOD! Also, become a Scrub-scriber! SJ Scrubs: Playing games badly to make you feel better about yourself.
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