AbysmalGhul wrote: »This is disheartening. I still have no death runs to complete and I'm running out of time before the console patch drops
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.
Actually, it's worse.
Some of the most useful abilities do 0.5 things. Each pets requires 2 ability slots. If you want good crit rate you have to double slot Inner Light. For a long time you even had to double slot bound armor.
I know the thread has moved on 4 pages, but this is so well put I just wanted to register my appreciation here.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 hate the fact that ZOS thinks nerfs exist in a vacuum. That somehow they can balance the game for years around some mechanic, then just knock out a load bearing wall like mitigation and somehow the entire structure will remain standing.
chainlink01 wrote: »Today I dug out my magsorc that I use for soloing dungeons now and then for gear. Midway through VoM, I realized I hadn't spent my newly increased champion points. Spent them and moved on finishing the dungeon just fine. I even ran it once more and then jumped to Banished Cells, the only difference I did notice was my pets dying less due to the update changes for them in dungeons and trials. I use hardened ward repeatedly to make it though most of these and it still performs fine so I don't really understand where all the hyperbole is coming from regarding "the great sorc nerf of 2018".
Ty for feedback from a different perspective.
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.
Actually, it's worse.
Some of the most useful abilities do 0.5 things. Each pets requires 2 ability slots. If you want good crit rate you have to double slot Inner Light. For a long time you even had to double slot bound armor.
Well pets actually do 2 things dmg+something else (heal or stun or dmg bonus) the issue is that base features of pets are simply weak. Inner light is not sorc ability so it's not defining sorc plus You can replace buff it provides in other ways (potions for example). Fact that we had to double slot bound armor is not an argument for the current state of the game but also current state of the ability feels outdated and underwhelming even after "great" improvement of block mitigation value.
StormChaser3000 wrote: »If all the time the main problem was shield stacking then why not just to remove the possibility of having those 2 effects being active at the same time?
I've always used only hardened ward and now with this changes on order to approach my previous lvl of defense I have to sacrifice another slot for the second shield. With this patch ZOS is basically pushing people to shield stacking!
How to do it: just like you did with major sorcery effect for example. You can't jump over 20% with that effect. Same with shields.
1. Bring those skills back to their initial state.
2. Name both effects "Major shield" or something to prevent them from stacking..
3. Create separate mini effects for pet protection for Hardened Ward, magicka restoration for that other armor shield, etc... Thus those mini effects could be the only thing that can be stacked (which I don't think is worth it).
Result: No more shield stacking. You can choose one shield which fits your gameplay better and enjoy a reasonable amount of protection.
@ZOS_GinaBruno Could you please pass this simple solution to whoever is in charge for the changes? Because seriously, magsocrs (as well as other light armor users) feel naked after this patch.
StormChaser3000 wrote: »If all the time the main problem was shield stacking then why not just to remove the possibility of having those 2 effects being active at the same time?
I've always used only hardened ward and now with this changes on order to approach my previous lvl of defense I have to sacrifice another slot for the second shield. With this patch ZOS is basically pushing people to shield stacking!
How to do it: just like you did with major sorcery effect for example. You can't jump over 20% with that effect. Same with shields.
1. Bring those skills back to their initial state.
2. Name both effects "Major shield" or something to prevent them from stacking..
3. Create separate mini effects for pet protection for Hardened Ward, magicka restoration for that other armor shield, etc... Thus those mini effects could be the only thing that can be stacked (which I don't think is worth it).
Result: No more shield stacking. You can choose one shield which fits your gameplay better and enjoy a reasonable amount of protection.
@ZOS_GinaBruno Could you please pass this simple solution to whoever is in charge for the changes? Because seriously, magsocrs (as well as other light armor users) feel naked after this patch.
Dodge roll is a better defence anyhow!
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.
Is it working for you? Is it better to fight against? How does x shield feel compared to other shields in game?

This so much, Direfrost on an magic build trying to block and dodgeDodge roll is a better defence anyhow!
For classes and specs with the stamina that is. Mag classes are lucky if they can get off two of them before they end up sprawled out on the floor from exhaustion.
Shield changes either need to be reverted, or Bastion reworked. As for PvP....just have them not stack.
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?
MakeMeUhSamich wrote: »MagSorcs are wearing Plague Doctor now...