WrathOfInnos wrote: »Shields feel useless this patch. I attempted vCR+3 last night and it was rough. A single attack from any small Yaghra will now take out an entire shield. Even spamming shields is not enough to survive Dark Drain ticks if you are unlucky with how many spheres target you. Combine that with Hoarfrost ticks and/or Flares (both unavoidable damage if you are playing the mechanics) and the result is a previously fun trial feeling cheap and unfair. Before the Murkmire update I could reliably clear this trial deathless, now with everyone dropping like flies we could not even get past 50%.
Edit: I should also add that I am far from a glass cannon build. I was running over 20k health and had both Major and Minor Ward and Resolve from Bound Aegis and Boundless Storm.
Yolokin_Swagonborn wrote: »ZOS will probably read this and think "Good our content is challenging again." Just kidding, they aren't going to read this.
Shields were a response to stupid unavoidable damage phases in PvE content. Or was unavoidable damage in response to shields? Whichever came first, this nerf broke the balance.
How can you tune the game for some mechanic, like shields, then nerf shields, and not re-tune the game?
Yolokin_Swagonborn wrote: »ZOS will probably read this and think "Good our content is challenging again." Just kidding, they aren't going to read this.
Shields were a response to stupid unavoidable damage phases in PvE content. Or was unavoidable damage in response to shields? Whichever came first, this nerf broke the balance.
How can you tune the game for some mechanic, like shields, then nerf shields, and not re-tune the game?
I have an idea what you are talking about, but what damage is unavoidable?
Yolokin_Swagonborn wrote: »ZOS will probably read this and think "Good our content is challenging again." Just kidding, they aren't going to read this.
Shields were a response to stupid unavoidable damage phases in PvE content. Or was unavoidable damage in response to shields? Whichever came first, this nerf broke the balance.
How can you tune the game for some mechanic, like shields, then nerf shields, and not re-tune the game?
I have an idea what you are talking about, but what damage is unavoidable?
AcadianPaladin wrote: »Took my magsorc out yesterday and the joy, fun, elegance is gone. So shelved her for now.
WrathOfInnos wrote: »Shields feel useless this patch. I attempted vCR+3 last night and it was rough. A single attack from any small Yaghra will now take out an entire shield. Even spamming shields is not enough to survive Dark Drain ticks if you are unlucky with how many spheres target you. Combine that with Hoarfrost ticks and/or Flares (both unavoidable damage if you are playing the mechanics) and the result is a previously fun trial feeling cheap and unfair. Before the Murkmire update I could reliably clear this trial deathless, now with everyone dropping like flies we could not even get past 50%.
Edit: I should also add that I am far from a glass cannon build. I was running over 20k health and had both Major and Minor Ward and Resolve from Bound Aegis and Boundless Storm.
Have healers stepped in to help adjust for the changes?
Oreyn_Bearclaw wrote: »In PVP, with 18k resistances and 2500 crit resist (will likely need to push this further), my shields simply melt. Most stamina players can use one skill to remove them. If I get more than one bleed/DoT on me, forget about it. Any two competent players can melt your shields faster than you can stack them.
In PVE, I dont stand in stupid and don't play with pets, so no real issue here, not that I would bring a sorc into group PVE content. There are objectively better options, and I play them all.
SpacemanSpiff1 wrote: »smaller. i haven't done vet dungeons or trials yet since update, but I was able to solo some world bosses with harness magicka(no clue if they were easy ones or not).
Yolokin_Swagonborn wrote: »but Bittermaw from Deshaan, will wreck your day no matter who you are.
Yolokin_Swagonborn wrote: »ZOS doesn't need to balance shields, it needs to balance content. I would love to be able to roam open world without RoflStomping everything or getting Roflstomped myself in certain dungeons.
Is it working for you? Is it better to fight against? How does x shield feel compared to other shields in game?
Go ask the level 10 who keeps respawning at the wayshrine. There are 100 of them who are suffering from these changes for every one of us max CP hardcore players who might have to make slight adjustments in our rotations to keep soloing vet dungeons.
WrathOfInnos wrote: »Shields feel useless this patch. I attempted vCR+3 last night and it was rough. A single attack from any small Yaghra will now take out an entire shield. Even spamming shields is not enough to survive Dark Drain ticks if you are unlucky with how many spheres target you. Combine that with Hoarfrost ticks and/or Flares (both unavoidable damage if you are playing the mechanics) and the result is a previously fun trial feeling cheap and unfair. Before the Murkmire update I could reliably clear this trial deathless, now with everyone dropping like flies we could not even get past 50%.
Edit: I should also add that I am far from a glass cannon build. I was running over 20k health and had both Major and Minor Ward and Resolve from Bound Aegis and Boundless Storm.
Edit 2: I also ran several BG’s. And while shields felt slightly weaker than before, it wasn’t gamebreaking in PVP like it was in PvE. The lack of a Battle Spirit effect on the health cap still seems backwards to me. PVE shields should have a magnitude double their PVP equivalents, just like any other source of healing or damage. Negating the only mechanism to simultaneously balance PVP and PVE for just two shield abilities is not working out well.
Edit 3: Apparently I’m not alone in my thoughts about Cloudrest. There are currently 0 clears of vCR on PC NA, not even a +0.
No, not working for me (in PVE)... Switched from Empowered to Hardened to get biggest shield possible, and moved worthless Bastion points into defensive nodes. Shield is ~9k and pretty much vaporizes instantly in tough content -- spamming just drains resources and death follows. Pets stay alive in dungeons/trials but die repeatedly in other content like group bosses and even dolmens -- and when the pet dies, there goes the passive health bonus AND there's a loss of time/dps trying to re-cast the pet over-and-over-and-over. In addition to loss of self-protection, the shield nerf has made pets a "net negative" in overworld and solo arena content.Is it working for you? Is it better to fight against? How does x shield feel compared to other shields in game?
Yolokin_Swagonborn wrote: »Oreyn_Bearclaw wrote: »In PVP, with 18k resistances and 2500 crit resist (will likely need to push this further), my shields simply melt. Most stamina players can use one skill to remove them. If I get more than one bleed/DoT on me, forget about it. Any two competent players can melt your shields faster than you can stack them.
In PVE, I dont stand in stupid and don't play with pets, so no real issue here, not that I would bring a sorc into group PVE content. There are objectively better options, and I play them all.
I think it might be helpful for the class reps to see some numbers. I haven't been to PvP yet with a sorc. Now that you can crit on shields, and now that shield size is limited, how much does a NB surprise attack hit a shield?
Here are some reference values. Before this patch. Most sorcs were running about 15- 18k combined shields with hardened/harness. If you had a rediculous magicka pool or were using the other morph of harness, you could get 19-20k shield stack in CP PvP with Bastion, but that wasn't without tradeoffs in sustain and utility.
Abilities hit from about 4k-15k the upper value being ults. But this was before they could crit on shields.
So a sorc with a 18k shield stack could take about 3-4 hits (depending on ults, dots on them) before having to refresh. That sounds like a lot but it goes by in a few seconds because most players are running 3-4 ability rotations with dots so it really isn't.
- What is the shield stack lsize (in HP) looking like now?
- What is the average incoming damage with crits on shields?
I say dungeons scale very well from nBC1 up to March of sacrifice HM.Yolokin_Swagonborn wrote: »SpacemanSpiff1 wrote: »smaller. i haven't done vet dungeons or trials yet since update, but I was able to solo some world bosses with harness magicka(no clue if they were easy ones or not).
The other issue that makes this very hard to figure out is the insane deviation of difficulty in this game. Normal Dungeons are stupid easy. Some vet dungeons are nightmares. Some world bosses can be killed with non-vet characters, but Bittermaw from Deshaan, will wreck your day no matter who you are.
ZOS doesn't need to balance shields, it needs to balance content. I would love to be able to roam open world without RoflStomping everything or getting Roflstomped myself in certain dungeons.
How can we tell ZOS how shields are performing when there is such a wild variation in content difficulty?