I'm not completely certain, but I doubt it's the percentage of the damage reduction that maybe should be addressed, but the total amount of damage that can be absorbed by the shield before it breaks (I'm just addressing Breakingbad's point here, not saying I agree with it). The damage reduction is not an issue to me, because it's a percentage value. The shield will absorb less damage per hit simply because we hit for less damage than before due to the global damage nerf. Does that sound logical?
Anyway, going by the original logic of the proposed nerf, if you propose that the damage reduction of mage shield be reduced by half at endgame the same way damage got reduced by half, why not then apply the same principle to the damage reduction of Juggernaut?
My interpretation of the global damage nerf, from playing through the testing period when all classes had their full damage in PvP, is that at full power all classes ESPECIALLY rogues deal too much damage for our damage reduction and absorption capabilities to handle. After the damage nerf PvP became slower and more tactical but rogues suffere more because our primary capability became handicapped and we did not have a good defensive skill to lean on like the other two classes. As a result mages handled the damage nerf better than rogues.
Back to the issue of nerfing mage shield. It is not a fair suggestion to push through a nerf of mage shield armor reduction because then tanks should get an equal nerf on their primary defensive skill (juggernaut). If you want the mage shield to breal faster, make juggernaut easier to break too. The same logic must apply across the board, like what you said
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