grim_tactics wrote: »So it took 4 years for my entire clan to finally leave ESO.
Not going to whine and moan about it but, yes, I had ESO+ since it came out and now I no longer do.
For me, it was their refusal to update the servers on console to make PvP even remotely playable.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »
as stated, FACT
Actually it's not. But keep using all caps if it makes you feel better. The necessity of shields in PVE is 90% a result of content design. ZOS can say they changed them to make healers feel useful, but the abundance of one-shot mechanics wildly contradicts that.
As to PVP, well, shields are one of the weaker forms of damage mitigation in PVE. They have the advantage of being simple and straightforward to use, but they are expensive and do not scale with multiple opponents. They are also an active defense which forces a very binary playstyle, as you are either on offense or you are on deffense. Again, simple, but by no means the most powerful or effective way to defend in PVP.
I fundamentally disagree with your OPINION (oh that is fun) that shields were over performing.
OK... The 90% content design, do you mean vet trials? because that's the only time I can see where the shield spam would be kinda needed, all other content with the exception of vet hm new dlc does not require an invulnerability button.
Its only sorcerers that are complaining because people say its a class defining skill or refuse to find a different way around their personal problem.
The shields were over performing you have to admit that. in PVP they still are.
If the content is no longer super easy that's a good thing right? more challenge? more interesting?
Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »
as stated, FACT
Actually it's not. But keep using all caps if it makes you feel better. The necessity of shields in PVE is 90% a result of content design. ZOS can say they changed them to make healers feel useful, but the abundance of one-shot mechanics wildly contradicts that.
As to PVP, well, shields are one of the weaker forms of damage mitigation in PVE. They have the advantage of being simple and straightforward to use, but they are expensive and do not scale with multiple opponents. They are also an active defense which forces a very binary playstyle, as you are either on offense or you are on deffense. Again, simple, but by no means the most powerful or effective way to defend in PVP.
I fundamentally disagree with your OPINION (oh that is fun) that shields were over performing.
OK... The 90% content design, do you mean vet trials? because that's the only time I can see where the shield spam would be kinda needed, all other content with the exception of vet hm new dlc does not require an invulnerability button.
Its only sorcerers that are complaining because people say its a class defining skill or refuse to find a different way around their personal problem.
The shields were over performing you have to admit that. in PVP they still are.
If the content is no longer super easy that's a good thing right? more challenge? more interesting?
Xbox One NA feels dead and A lot of people seem angry at the nerfs this is definitely Morrowind 2.0 for many people and a lot of long timer players are checking out the open beta of Black Desert Online which unlike Tera and Skyforge is one of the top 5MMOs out there on PC
yup, all of my gc's are completely dead
I had to leave 1 or 2 guilds the guild masters left and now I can't find anyone good enough to beat vet trials, DLC dungeons, or the new Blackrose Prison. PvP is boring and my main mag sorc is garbage and id rather just play other game than reroll I always see the same people in PvP and PvP is at its lowest point population wise.
They killed this game and now that real MMO competition is finally coming to Xbox One in early 2019 (PS4 already has FF14) and the fact that RDR2 is out ESO is going to be dead soon this game has been on life support since 2.2 the only people that will be playing ESO in 2019 are the die hard Elder Scrolls fans and most of them are waiting on Elder Scrolls 6 anyhow.
Girl_Number8 wrote: »
PVE nerfs often happen as a result of Zos internal stats indicating balance issues.
These were specifically to give PVE healers more of a role.
Do you think the Devs themselves don't want their game to be balanced?
kypranb14_ESO wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
The fact that PVE enemies do not have weapon or spell pen, and do not crit, makes the resistance changes to shields a direct PVE buff, for increasing the survivability of your character. However, that would assume you want to build around survivability.
If you build like a glass cannon, you should be treated like one.
Xbox One NA feels dead and A lot of people seem angry at the nerfs this is definitely Morrowind 2.0 for many people and a lot of long timer players are checking out the open beta of Black Desert Online which unlike Tera and Skyforge is one of the top 5MMOs out there on PC
yup, all of my gc's are completely dead
I had to leave 1 or 2 guilds the guild masters left and now I can't find anyone good enough to beat vet trials, DLC dungeons, or the new Blackrose Prison. PvP is boring and my main mag sorc is garbage and id rather just play other game than reroll I always see the same people in PvP and PvP is at its lowest point population wise.
They killed this game and now that real MMO competition is finally coming to Xbox One in early 2019 (PS4 already has FF14) and the fact that RDR2 is out ESO is going to be dead soon this game has been on life support since 2.2 the only people that will be playing ESO in 2019 are the die hard Elder Scrolls fans and most of them are waiting on Elder Scrolls 6 anyhow.
spartaxoxo wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
So damn true. It was 100% for PVP reasons, but they couldn't actually sell that to the playerbase because many people think Stam when they think PvP.
So they pretended it was about PVE.
Xbox One NA feels dead and A lot of people seem angry at the nerfs this is definitely Morrowind 2.0 for many people and a lot of long timer players are checking out the open beta of Black Desert Online which unlike Tera and Skyforge is one of the top 5MMOs out there on PC
yup, all of my gc's are completely dead
I had to leave 1 or 2 guilds the guild masters left and now I can't find anyone good enough to beat vet trials, DLC dungeons, or the new Blackrose Prison. PvP is boring and my main mag sorc is garbage and id rather just play other game than reroll I always see the same people in PvP and PvP is at its lowest point population wise.
They killed this game and now that real MMO competition is finally coming to Xbox One in early 2019 (PS4 already has FF14) and the fact that RDR2 is out ESO is going to be dead soon this game has been on life support since 2.2 the only people that will be playing ESO in 2019 are the die hard Elder Scrolls fans and most of them are waiting on Elder Scrolls 6 anyhow.
starkerealm wrote: »Xbox One NA feels dead and A lot of people seem angry at the nerfs this is definitely Morrowind 2.0 for many people and a lot of long timer players are checking out the open beta of Black Desert Online which unlike Tera and Skyforge is one of the top 5MMOs out there on PC
yup, all of my gc's are completely dead
I had to leave 1 or 2 guilds the guild masters left and now I can't find anyone good enough to beat vet trials, DLC dungeons, or the new Blackrose Prison. PvP is boring and my main mag sorc is garbage and id rather just play other game than reroll I always see the same people in PvP and PvP is at its lowest point population wise.
They killed this game and now that real MMO competition is finally coming to Xbox One in early 2019 (PS4 already has FF14) and the fact that RDR2 is out ESO is going to be dead soon this game has been on life support since 2.2 the only people that will be playing ESO in 2019 are the die hard Elder Scrolls fans and most of them are waiting on Elder Scrolls 6 anyhow.
Translation, you ran in a guild filled with people who never really learned to play the content, and now that the broken defense buff is gone, they can't complete anything anymore.
Also, probably the same kind of players who were insisting that stam was worthless for everything, and were actively excluding stam players.
So, basically, nothing of value was lost.
starkerealm wrote: »Xbox One NA feels dead and A lot of people seem angry at the nerfs this is definitely Morrowind 2.0 for many people and a lot of long timer players are checking out the open beta of Black Desert Online which unlike Tera and Skyforge is one of the top 5MMOs out there on PC
yup, all of my gc's are completely dead
I had to leave 1 or 2 guilds the guild masters left and now I can't find anyone good enough to beat vet trials, DLC dungeons, or the new Blackrose Prison. PvP is boring and my main mag sorc is garbage and id rather just play other game than reroll I always see the same people in PvP and PvP is at its lowest point population wise.
They killed this game and now that real MMO competition is finally coming to Xbox One in early 2019 (PS4 already has FF14) and the fact that RDR2 is out ESO is going to be dead soon this game has been on life support since 2.2 the only people that will be playing ESO in 2019 are the die hard Elder Scrolls fans and most of them are waiting on Elder Scrolls 6 anyhow.
Translation, you ran in a guild filled with people who never really learned to play the content, and now that the broken defense buff is gone, they can't complete anything anymore.
Also, probably the same kind of players who were insisting that stam was worthless for everything, and were actively excluding stam players.
So, basically, nothing of value was lost.
Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Shields were already at a strength of ~50% of player hp in PvP. My hardened is/was ~43% of my max hp. Health cap change was for pve.
Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Well, I'm gonna reply to this in the same way..
You're a special kind of stupid if you think the devs making the shields cap at half health while applying it AFTER battle-spirit was for PVP reasons. PVP shields were already around half health on most builds...
Now that's out of the way, lets be objective...
Dev's stated that they wanted shielders to have to invest in defence. Their implementation shows that they have done this for both PVE and PVP.
So to that note, they made them be affected by resists in both arenas. Smallish change - in isolation a buff to both PVE and PVP shields. For PVP - as impen is a key part of building for defence - they made them crittable too - and impacted by impen. This is a substantial nerf to PVP shields.
They also effectively said that for PVE, they didn't want mag classes to have health bars that didn't move (to give healers more of a role) - so they capped the shields based on health.. (also fitting in with their main objective of wanting shielders to invest in defence - health in this case). But they realised this would destroy shields in PVP - so made this a (previously unheard of) post-battle-spirit limit. The result being that PVP shields on a balance build aren't really much smaller at all - but PVE shields get hammered.
The point is - the only change the PVE guys are complaining about is the shield-cap. As that's the only change that really affects PVE - then it stands to reason that the either the devs are completely incompetent - or the change was only really intended to affect PVE... But since they stated that was their intention (we want healers to have more of a role) - I can only infer that their intention was to impact PVE in this way.
TL;DR, 2 different changes - one aimed at PVP, one at PVE. Blaming PVP for the PVE change is just dumb.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Shields were already at a strength of ~50% of player hp in PvP. My hardened is/was ~43% of my max hp. Health cap change was for pve.
Certainly. When they changed shields, they made 3 fundamental changes. Lets take them one at a time.
First, you can now crit against shields. This is 100% a nerf in PVP, and a pretty big one at that. It is meaningless in PVE, as enemies cant crit against you in PVE.
Second, they made resistances apply to shields. This is a mixed bag in PVP. If you build for a lot of resistances, the shields are actually stronger, but you have likely made other sacrifices in your build. If you do not build for resistances, your shields are actually weaker than they were before against anyone stacking penetration, which is a lot of the PVP population. For your average light armor magic user, it amounts to moderate nerf in PVP.
In PVE, its a buff. Since PVE enemies dont have a weapon/spell pen stat, your shields are stronger with any amount of resistance you might have then they where before because last patch, a shields resistance was a big fat zero.
Third, They capped shields at 40/50% health. This is a nerf in both PVE and PVP. The nerf is most noticeable to a glass cannon, AKA a PVE DPS. In PVP, it does amount to a slight nerf for most builds, but it's really not much of an issue. Shifting a bit from magic into health pretty much makes it a moot point.
So when the devs say they want to make PVE healers feel useful, you have to look at what the did. Only the third change has anything to do with that. The first two changes constitute an overall nerf to PVP (nothing to do with their stated goal), and a PVE buff (contrary to their stated goal).
TLDR: What the devs did to shields, and why they said they did it, just dont add up.
Sometimes I feel like I must be doing something terribly wrong because I feel like I'm the only PVE MagSorc that NEVER used shield. I just found it clunky in my rotation so developed a play style just relying on Powersurge. I can do any endgame content and solo almost all worldbosses. If I do meet content where I die, I swap in Matriarch for heals. I'm not saying my play style is/was better than using preMurkmire shields just that I personally never used shields. I appreciate this only goes for PVE but I really don't think these changes have been as apocalyptic as people are saying. The only big, game-busting change for me in this last patch has been the lag, bugging and disconnecting!! I'm certainly not wanting to trivialize the concerns of other MagSorcs I'm just saying that there are other viable options for how you play. Or has this MagSorc apocalypse just purely been a PVP affliction??
PVE nerfs often happen as a result of Zos internal stats indicating balance issues.
These were specifically to give PVE healers more of a role.
Do you think the Devs themselves don't want their game to be balanced?
I run a heavy magplar, performance wise after murkmire my shields for the most part are in fact stronger. But even though they are stronger I have a very glaring problem... puncturing sweeps glitch is by far the worst right now. This needs to be fixed, can't attack for 2 seconds after using this ability is not nice at all. It isn't due to lag as no other ability locks, so current standing I know I def can't take my heavy magplar into pvp like this. I am both stronger and weaker at the same time, but imo because of this glitch I am weaker.
starkerealm wrote: »Girl_Number8 wrote: »
Last I checked? Yep.
Man, just the idea of BDO on a console is hilarious. Given, you know, you're supposed to leave it running in the background while you do other things.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Shields were already at a strength of ~50% of player hp in PvP. My hardened is/was ~43% of my max hp. Health cap change was for pve.
Certainly. When they changed shields, they made 3 fundamental changes. Lets take them one at a time.
First, you can now crit against shields. This is 100% a nerf in PVP, and a pretty big one at that. It is meaningless in PVE, as enemies cant crit against you in PVE.
Second, they made resistances apply to shields. This is a mixed bag in PVP. If you build for a lot of resistances, the shields are actually stronger, but you have likely made other sacrifices in your build. If you do not build for resistances, your shields are actually weaker than they were before against anyone stacking penetration, which is a lot of the PVP population. For your average light armor magic user, it amounts to moderate nerf in PVP.
In PVE, its a buff. Since PVE enemies dont have a weapon/spell pen stat, your shields are stronger with any amount of resistance you might have then they where before because last patch, a shields resistance was a big fat zero.
Third, They capped shields at 40/50% health. This is a nerf in both PVE and PVP. The nerf is most noticeable to a glass cannon, AKA a PVE DPS. In PVP, it does amount to a slight nerf for most builds, but it's really not much of an issue. Shifting a bit from magic into health pretty much makes it a moot point.
So when the devs say they want to make PVE healers feel useful, you have to look at what the did. Only the third change has anything to do with that. The first two changes constitute an overall nerf to PVP (nothing to do with their stated goal), and a PVE buff (contrary to their stated goal).
TLDR: What the devs did to shields, and why they said they did it, just dont add up.
The second point is a pure buff for PvP, I don't see how you can see it as a nerf.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Shields were already at a strength of ~50% of player hp in PvP. My hardened is/was ~43% of my max hp. Health cap change was for pve.
Certainly. When they changed shields, they made 3 fundamental changes. Lets take them one at a time.
First, you can now crit against shields. This is 100% a nerf in PVP, and a pretty big one at that. It is meaningless in PVE, as enemies cant crit against you in PVE.
Second, they made resistances apply to shields. This is a mixed bag in PVP. If you build for a lot of resistances, the shields are actually stronger, but you have likely made other sacrifices in your build. If you do not build for resistances, your shields are actually weaker than they were before against anyone stacking penetration, which is a lot of the PVP population. For your average light armor magic user, it amounts to moderate nerf in PVP.
In PVE, its a buff. Since PVE enemies dont have a weapon/spell pen stat, your shields are stronger with any amount of resistance you might have then they where before because last patch, a shields resistance was a big fat zero.
Third, They capped shields at 40/50% health. This is a nerf in both PVE and PVP. The nerf is most noticeable to a glass cannon, AKA a PVE DPS. In PVP, it does amount to a slight nerf for most builds, but it's really not much of an issue. Shifting a bit from magic into health pretty much makes it a moot point.
So when the devs say they want to make PVE healers feel useful, you have to look at what the did. Only the third change has anything to do with that. The first two changes constitute an overall nerf to PVP (nothing to do with their stated goal), and a PVE buff (contrary to their stated goal).
TLDR: What the devs did to shields, and why they said they did it, just dont add up.
The second point is a pure buff for PvP, I don't see how you can see it as a nerf.
@Biro123
I agree that most good players will work it into a buff in terms of shield strength, but they likely made trade offs to do it. That said, it is not necessarily a buff in PVP. It really depends on whom you are fighting. In PVE, it is ALWAYS a buff.
For example, If you have 8k physical resistance and are fighting someone with 10k Phyiscal penetration, before and after the patch, well, you got nerfed. They will do more damage against your shields than last patch. If you have 12k phys resistance and you are fighting someone with 10k Phys penetration, well you got buffed as they will do less damage to you than the previous patch.
Historically, a lot of shield stackers ran very low resistances (whether or not that was okay is perhaps a different debate), and plenty of people stack penetration as their main source of damage (spinner/spriggan, Lover, Passives, CP, etc.). Therefore, most mag sorcs (that's whom we are really talking about here), likely had to do some things to buff their resistances. Maybe they switched up monster sets, reallocated CP, lost a bar to run boundless etc.
If you did nothing to your build, you almost certainly got nerfed in terms of raw shield strength. If you made changes to compensate, well you likely had to make some hard tradeoffs from other areas, and it still depends on whom you are fighting. This is why I call it a mixed bag. It is not simply a "pure buff" as you say.