Honestly, I prefer the first iteration of the shield nerf over this. A longer duration with a 1 sec cast time was better than gutting shield strength and shifting shield size to benefit heavy armor users over light armor users.
Have healers stepped in to help adjust for the changes?
Caligamy_ESO wrote: »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?
People in my guild are already running vet dungeons as 4 dps again so not really? My playstyle is never going to be to build my character expecting someone to cure me either, as I always slot in something to keep myself alive.
Edit: Shields are done, use surge heals. Oh and that ghost boss in VoM with the unbreakabale, undodgeable, unstoppable blue beam of death is super fun now.
What ghost boss?
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?
WrathOfInnos wrote: »joaaocaampos wrote: »Bastion needs to be fixed:If after this change 25% is too much, put 15% (for Bastion and Shattering Blows).
- Increases the effectiveness of damage absorbing effects by [0-25]%.
- Reduces damage taken while using a damage shield ability by [0-25]%.
Increase the Health shield cap for:
- 50% for Conjured Ward, Annulment, Empowered Ward and Harness Magicka.
- 60% for Hardened Ward and Dampen Magic.
Done!
I mostly agree, but I’m not sure it would even be worth putting points in Bastion if it scaled to 25%. 1% more of a 7k shield is only 70 damage absorbed. Previously 1% in Bastion would increase 20-25k shields by 200-250 points. Even then I found it was best to put points in other defenses after about 30 in Bastion.
And if damage shields are gone in one light attack from an enemy, the uptime on the damage reduction from Bastion wouldn’t be very good. If anything I think it would have to scale to more than 25% before it would outweigh other defensive CPs, at least 35%. Otherwise you would get more benefit out of just stacking other % damage reductions and Spell and Physical Resistances.
As for the increase to 50% and 60% of max health, I agree entirely.
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 am finding sorcs in particular can face tank me now. I was melting them pre patch. You should try armor master build with the new mag bone pirate. But as other users have said small sample size.
Fur_like_snow wrote: »When I see my shield it looks small and unfulfilling.
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?
I have been pvping a lot since patch and playing my mag sorc in 1vx or small scale is a no go, then I played my stam sorc and my stam NB and I rip any magician user apart in the blink of an eye.
It really doesn’t feel fair in pvp right now.
Eksample I ran in to 2 mag dks and a mag sorc. I kite them around the corner to clump them up smacked them with a dawnbreaker, they all cast shield hardened and healing ward for the sorc and healing wards for dks but all I had to do was spin to win with steal tornado 3 times and they where all dead, the combat showed crits on the shields up to 8,5 k.
They never really had a chance now that we can Crit shields.
Kind regard Malleus.
Have healers stepped in to help adjust for the changes?
Etienne_et_Isabeau wrote: »What if they made damage shields a passive ability? Example: Annulment is in effect as long as you wear 5 or more pieces of Light Armor.
AcadianPaladin wrote: »Took my magsorc out yesterday and the joy, fun, elegance is gone. So shelved her for now.
You mean the set or the feeling of playing Sorc? What could change to make it more fun?
Have healers stepped in to help adjust for the changes?
Now I have had time to play trials, more group content and so on.
Overall?
No.
You don't give purpose to someone by making someone else worse.
People feel if something is worth or not and act accordingly.
Healers in ESO were, are and will be useless because the whole game is made to make them useless. No nerfing will change this.
Enter any newer trial or DLC content: they rely on 1 shot mechanics. All what an healer can do is to patch up some bruises when weak AoE are out. Something every class can perfectly do by themselves and on themselves.
Then the 1 shot comes, no class can survive it and no healer can do anything about it. That's the definition of "useless".
AcadianPaladin wrote: »Took my magsorc out yesterday and the joy, fun, elegance is gone. So shelved her for now.
You mean the set or the feeling of playing Sorc? What could change to make it more fun?
Either abilities/passives rework so both will be much more packed with usefull stuff or return of overload 3rd bar so we can pack up more abilities. Currently magsorc feels simply naked when compared to other classes that most of the time have every single ability doing 2-3 things when in case of sorc it's just 1 thing , just presented in different forms.