
Kickimanjaro wrote: »What if the Spellshredder set instead granted full bypass of shields at the cost of becoming immune to shields yourself (similar to how certain mythics or skills prevent you from being healed by others)? Do you think this might be an effective way to add counterplay against shields?
Kickimanjaro wrote: »The reason groups appear unkillable is shields. I want more ways to remove shields from opponents or more ways to inflict healing absorption.
I don't have a single heal on my bar but maintain 50% uptime on Gibbering Shelter, here's a 4-hour example from Grey Host NA this past Saturday. I specifically ran this as a test to see if I'd get dispelled while obviously running GIbber for the whole day. I wasn't dispelled once and people kept hitting my shield (letting me *** my shield out to the 11 nearest allies, ayy lmao).
And this is a build that is almost generally considered *** by anyone I show it to; it's just an example of what we can currently build towards in the current meta. I think Gibber is fun, so I build around it, and I'm glad my group lets me bring it occasionally even if this isn't optimal, but I acknowledge that the current meta allowing us to layer shields with decent strength and reapplication intervals makes us effectively unkillable unless our movement can be hindered in siege or another group surprises us with a well-timed combo.
With all that said... Gibber can be countered, but in my tests this weekend no one even tried. There is something wrong with the balance right now, and I want it fixed; but I want it fixed considerately, not reflexively. The ongoing community involvement in this and the willingness by the devs to be more communicative makes me feel good that we're going to end up in a better place.
Building into shields - 2 scribed shields can get you 20k shields that can be recast in next 2 cooldowns. Think of the 20k as near instant refillable HP. You extend effective HP by 20k, take the hits, people stay out of execute range, they take less damage overall, AND buy time for other heals to come in. It's a durability multiplier on top of stackable HoTs; meanwhile on the damage side the offense just blew their wad on the first hit and couldn't get through shields, and take longer to recover / get ready again for a burst window.
https://www.youtube.com/watch?v=9qoJM9G7G2oShields don't provide crit mitigation.The reason ball groups can stand still and take no damage if they wanted to imo is as simple as everyone maintaining their vigor and that is it. One shielder is actually great, because they can act as the only one absorbing, and provides crit mitigation. But shields by design are diminishing while hots are not in their current state.
ArctosCethlenn wrote: »Shields don't provide crit mitigation.The reason ball groups can stand still and take no damage if they wanted to imo is as simple as everyone maintaining their vigor and that is it. One shielder is actually great, because they can act as the only one absorbing, and provides crit mitigation. But shields by design are diminishing while hots are not in their current state.
The main benefit of shielding is an anti-burst tool since it takes significantly more damage to cut through 40k health and 20-30k shielding at once than just 40k health. Helps to keep people from dropping to execute range and just generally gives more time to react to incoming damage. Also slightly improves uptimes on stuff like SPC and ozezan which proc from overhealing.
By mitigation I meant shields cannot take crit damage, so in a sense keeping a layer on you is a form of mitigation.
Updated the behavior of all damage shields.
You can now deal a Critical Strike against an enemy with a damage shield.
ArctosCethlenn wrote: »Shields don't provide crit mitigation.The reason ball groups can stand still and take no damage if they wanted to imo is as simple as everyone maintaining their vigor and that is it. One shielder is actually great, because they can act as the only one absorbing, and provides crit mitigation. But shields by design are diminishing while hots are not in their current state.
The main benefit of shielding is an anti-burst tool since it takes significantly more damage to cut through 40k health and 20-30k shielding at once than just 40k health. Helps to keep people from dropping to execute range and just generally gives more time to react to incoming damage. Also slightly improves uptimes on stuff like SPC and ozezan which proc from overhealing.
We don't need to go deep on what HOTs and Shields are used for really, we just need to know which one is considered more powerful. Consider this: a ball relying only on shields with one hot ticking, and a ball relying only on HOTs with one shield ticking, just to answer this question. I know which one will be OP and which one is wasting APM.
HOTs is a click and forget with longer duration that is always effective when healing is needed.
Shields cannot reach the same tooltip for the same APM ever. They overlap and have like a 6s duration.
Some of you talk about 20K shields, but you must have forgotten battle spirit.
I get it, shields are still strong, there is a reason why you don't even have to try when they cast barrier.
This is why this question should not be either or.
By mitigation I meant shields cannot take crit damage, so in a sense keeping a layer on you is a form of mitigation.
Balls were balling just fine with HoT stacking before scribing, and now they have even more tools.
I just believe the more accurate answer to OP question is HOTs.
ArctosCethlenn wrote: »
YandereGirlfriend wrote: »However, with shields providing such a crazy degree of anti-burst insulation... that mission becomes almost impossible barring catastrophic error on the part of your target. Even ballgroups in GvGs have huge difficulty penetrating the full nested shield stack of their targets plus the actual Health bar. And if that is a challenge for a ballgroup then it is almost impossible for anyone else.
Kickimanjaro wrote: »I largely agree with the previous arguments about how powerful scribing shields are specifically.
How impactful do yall think it would be to reduce the range of these from 8m to 6m (or even shorter)?
Context: I think 6m used to be the range for Magma Shell (U49 increases this to 28m, lol, barrier remains 12m). I had previously experimented with replacing one of our Barriers with a Magma Shell but found that the 6m range was too much of a burden to justify condensing our group to cast and reverted to Barrier. I believe this places the scribing shields as the ones with the shortest range in U49, but perhaps that's not short enough. This is, of course, not a great comparison because one is an ult that costs around 200 and the others are spammables costing regular resources... but it was the range that stood out to me as something not talked about a lot in this space.
The_Meathead wrote: »Some of you will have to forgive me, but I have a really hard time trusting everyone's input on the subject.
With rare exception (and I've actively praised and/or defended these exceptional posters in other threads), Ballgroupers tend to be notoriously self-interested and do a pretty stellar job of obfuscating and steering conversations on these Forums about what might be detrimental to their ever-growing level of power in Cyrodiil.
No great shame, it's natural to be biased in our evaluations and cherry-pick to support what helps our own interests, but I'm dubious considering how unified the BGers are on the subject. It's smelling a little like Azureblight.
YandereGirlfriend wrote: »This is definitely a "por que no los dos?" situation. Nerf HOTs and shields.
YandereGirlfriend wrote: »However, I hate Azureblight and am happy to take a moment to dance on its grave. It was easily of the most mindless/skill-less sets ever introduced to the game, right up there in the pantheon with old Sload's Semblance, full of game-breaking bugs (such as completely ignoring Evasion and all forms of AOE mitigation despite being an obviously AOE ability), and that encouraged degenerate "spray and pray" gameplay via spamming server-melting sticky DOTs on anything that moved.
It was arguably even more stupid in PvE but the monsters there cannot effectively advocate for themselves on the forums.
It is a blessing that the set was finally balanced.
YandereGirlfriend wrote: »The Scribing shields should be nuked from orbit.
Some of you talk about 20K shields, but you must have forgotten battle spirit.
Some of you talk about 20K shields, but you must have forgotten battle spirit.
In Cyrodiil I can routinely hit 12k Warding Contingency and 10k Warding Burst, 85k Gibbering Shelter which allows (2x) 15k ally shields. This is with battle spirit. Just build into health, it scales very high.
Ballgroups were already tough to kill per-scribing, and pre-inclusion of shields to Major Vitality buf. All you often need is one kill on a ball group to break their flow, with shields its just that much tougher to get one to topple.