New "Endurance" bar:
"Endurance is best understood in relation to time. While stamina is defined as the amount of time that a given group of muscles can perform at or near maximum capacity (do the most damage), endurance is defined as the maximum amount of time that a given group of muscles can perform a certain action. So the difference between stamina and endurance is one of focus: while stamina is limited to performing at maximum capacity, the focus of endurance is on maximizing time (staying power and survival) regardless of the capacity at which a given group of muscles is performing.
For example, while a sprinter may focus on stamina and running as fast as possible over a given distance, a long-distance runner may be more interested in endurance: he runs as far as possible with speed a secondary concern."
Source.
In ESO this makes perfect sense in the context of Stamina being the "damage" stat and Endurance being "defensive." Endurance is for builds that are more focused on survival and staying power with DPS as a secondary concern.
Affinity Crafting:
A crafting station interface to add some of the armor bonuses of another armor type to a given piece, up to a certain number of "slots" or "weights" based on gear level and quality, using mats required to make that different armor type of the same level. Account-bound armor could be upgraded through a trade interface where you drop the mats into a shared resource window (not for trade) and the gear in the gear slot, and if the right materials are there an "Add Light Affinity," "Add Medium Affinity," and/or "Add Heavy Affinity" button will light up on the crafter's side. Level and passives required to upgrade are based on gear materials and trait requirements of it's set bonus (which would be set arbitrarily between 1-9 for non-crafted sets as ZOS sees fit), and the actual effect the affinity points have will be a multiple of the effect of the points you have invested in that armor type.
Agree balance isn't there ATM. However you can complete all vet dungeons at least as a melee/dw character. Trials though forget about it. I ran a dw/bow then dw/dw nb from beta to v12. Then I switched to the fotm caster build. Why because I tried trials and immediately realised the lack of meaningful sustained dps.
i have tried again since 1.3. I did loads of theory crafting testing spent a fortune on mats. I then read every article I could find. The answer it seems is this in a perfect scenario a dw nb can sustain 800-900 dps in trials. A bow one 1200 in great buff conditions with a perfect rotation. A caster in the same conditions upto 1700 while off healing and using an ultimate that provides great raid defense.
So I guess my medium armour is getting put in the bank again untill they sort it out. Which again I agree should be zos no1 priority ATM.
I disagree with the title of this thread.Balance is the ennemy of realism . You can not have a game such as this that is both realistic and balanced.
It is my opinion that MMO`s don`t have to be balanced . Some people seek realism more than balance and don`t care about making a freball ball do the exact same damage as a sword .
I don`t want a fire ball to do the same damage as a sword in fact.
The only way to achieve perfect balance in a game is :
1 : Don`t let players make their own choices , build each classes to be exactly the same give them all abilities that do the same damage and that heal for the same amount .
2 : Limit the mages potential or give mellee characters abilities that make absolutly no sense at all.
In a game where there are tons of abilities to choose from and where people choose which abilities they wanna use and which gear bonuses they wanna use and which enchants and so on and so forth, you cannot possibly achieve balance.
Unless , once again you make all abilities deal the same amount of damage and cost the same amount of magicka/stamina.
This game offers us variety and choice.
It is not up to the developers to give you the balance you seek , it`s up to you to find a solution to your own problem because the game gives you the tools and the oppertunity to do so.
This works the same as in real life. Where the strong eat the weak or rule over the weak.
This means , either adapt or die .
Again it`s a choice you have to make. People who beg developers to give them solutions are the same as people who blame all their miseries on god in real life and who pray for god to save them instead of standing up on their own two feet and look for a solution to their problems on their own.
ADAPT or DIE but don`t ruin a fairly realistic game because YOU are too stubborn to change your build .
I for one , do not want for this game to simply give me the illusion of being able to make choices.
I not only want the ability to make choices but i also want those choices to matter and to have an impact on the experience i will have .
Something i could obviously not have in a game that is perfectly balanced.
Draxuul
Ok in my first post to this thread i was replying exclusively to the title but now i`ve read the actual OP and see that at least the person who made this thread has played every class and shows that he knows what he`s talking about but i do have an issue with the arguments he`s bringing up.
The class he`s playing is a sneaky NB and from what i understand he`s feeling underpowered .
Well i only have one thing to say about this . OMG FINALY.
Back when i played WoW, the Rogue class was overpowered and omg so friggin annoying .
You`d always get backstab, stunned and killed if you played on a PvP server . They had permanent invisibility , you`d never see them coming and there was no way to ever win against them. Basicaly, if you had the misfortune of being spotted by a rogue , you death was near.
Then in LOTRO, the burglar was pretty much built with the same blueprint as the Rogue in WoW. It was basicaly the same class with a different name. Once again permanent invisibility as well as the ability to turn invisible right in the middle of a fight , never to be seen again.
So not only did they have a major advantage over you by having the advantage of the first strike, always, But also IF by some miracle the fight wasn`t going too well, they could simply dissapear and run away . And most of the time they would travel in packs of 2 or 3 but also sometimes up to 6-7 burglars together .
All invisible of course untill they spot someone and then obviously no one could ever survive that.
Those two classes in those two games were ruining everybody else`s enjoyment of the PvP aspect of the game . They were nothing but a major source of frustration for absolutly everyone who didn`t play a rogue or a burglar .
Now finaly in this game, the sneaky one is not the strongest one . Finaly a game where those who choose a more honorable way of fighting have the advantage over those who choose the cowardly way.
So yeah Zenimax certainly gets my applause for not continuing the tradition of giving cowards the oppertunity to shine .
Thanks Zenimax , thank you so much .
Draxuul
AlienDiplomat wrote: »I won't even bother getting into just how ridiculous "adapt or die" as an excuse for bad design can get, other than to pull a Goodwin and state that if that simple, quick-fix, easy-out solution were adopted for everything, the Allied Forces would have simple "adapted" to the situation in Berlin.
When the only choice in a "play how you want" game to "output competitive damage with viable sustain and functional utility" (read: BALANCE) outside of simple solo questing is to wear Light Armor and a Staff, you are simply defending a BAD DESIGN.
NBs-
Shields?no
Self Heal? no
knockdown skills?no
1 spammable skill?no
skill that can ruin rotations?yes(magelight)
bugged skills since beta?yes
dependant on weapon skill likes cus class skills suck?yes
I disagree with the title of this thread.
Balance is the ennemy of realism . You can not have a game such as this that is both realistic and balanced.
It is my opinion that MMO`s don`t have to be balanced . Some people seek realism more than balance and don`t care about making a freball ball do the exact same damage as a sword .
I don`t want a fire ball to do the same damage as a sword in fact.
The only way to achieve perfect balance in a game is :
1 : Don`t let players make their own choices , build each classes to be exactly the same give them all abilities that do the same damage and that heal for the same amount .
2 : Limit the mages potential or give mellee characters abilities that make absolutly no sense at all.
In a game where there are tons of abilities to choose from and where people choose which abilities they wanna use and which gear bonuses they wanna use and which enchants and so on and so forth, you cannot possibly achieve balance.
Unless , once again you make all abilities deal the same amount of damage and cost the same amount of magicka/stamina.
This game offers us variety and choice.
It is not up to the developers to give you the balance you seek , it`s up to you to find a solution to your own problem because the game gives you the tools and the oppertunity to do so.
This works the same as in real life. Where the strong eat the weak or rule over the weak.
This means , either adapt or die .
Again it`s a choice you have to make. People who beg developers to give them solutions are the same as people who blame all their miseries on god in real life and who pray for god to save them instead of standing up on their own two feet and look for a solution to their problems on their own.
ADAPT or DIE but don`t ruin a fairly realistic game because YOU are too stubborn to change your build .
I for one , do not want for this game to simply give me the illusion of being able to make choices.
I not only want the ability to make choices but i also want those choices to matter and to have an impact on the experience i will have .
Something i could obviously not have in a game that is perfectly balanced.
Draxuul
Arthur_Spoonfondle wrote: »This nonsense usually comes form PVPers who keep dying and blame everyone but themselves for their own failings. A mainly PVE game does not need to be balanced as Draxuul says above. It is right that each class/build/race should have strengths and weaknesses and it is for the player to decide on which variation works best for him or her self.
If you can't make a class work, when others clearly can, you need to change your build or class, not come bleating about balance in the forums and asking for the game to be ruined, by making classes homogeneous, like Rift which has been ruined with class choice pretty much meaningless, now that all classes can do every role.
My NB build works fine, medium armor, 71% weapon crit, 30% spell crit, 145 spell dmg, 201 weapon dmg, basically you burn through all 2.1k of my magicka and then everything around me is lying dead. Because of that single target DPS
Oh for the love of azura, enough with the damn 3rd resource bar ideas, it is a bad idea! It won't fix anything, and will actually make magicka users BETTER.
AlienDiplomat wrote: »Personally, I have hit a wall with the game.
I have leveled every class, quested through every faction, before finally settling on my Veteran 12 EP Nightblade main. I have read everything I can find online at various forums and theorycrafting sites and spent many tens of thousands of gold on respecs and gear testing abilities and builds myself, all in an effort to do something which should not be this difficult:
To create a melee weapons Nightblade that uses CLASS AND WEAPON ABILITIES and does not totally suck (read: can output competitive damage with viable sustain and functional utility). You know, like ANY well designed and played class should be able to, while still being FUN to play in the process.
I have reached the conclusion that these guys were basically right, and it simply can't be done effectively in the current state of "balancing."
Before every casual jumps in with "mine is fine, I kill Skeevers all the time," yes, you can make ANY build "work" for solo questing. Spamming Volcanic Rune and light attacks can "work" for solo questing. That is not the issue. The issue is with competitive PvP, Veteran Dungeons, Trials, and pretty much anything OTHER than solo questing.
You can just call it "the reason people continue to pay a monthly subscription once they finish all the quests in three months."
The main reason I stick with a game is PROGRESSION. Not just progression through content but of my character; gaining new abilities and synergies, scaling up of the challenges and content they are able to take on, and the sense of accomplishment in arriving at a build result and play style that I enjoy and which feels powerful.
As a Nightblade I experience none of that (outside of solo questing which I have long since completed), and no matter how many stragglers I sneak up and gank before I lose my ONE surprise attack buff and am summarily slaughtered, no matter how much Stamina I stack to spam my underpowered AOE's, no matter how much I tediously micromanage animation canceling light/heavy attack clipping into Rapid Strikes/Wrecking Blow to put out mediocre single target damage while spending a small fortune chugging potions for sustain, I cannot convince myself this is a viable and competitive play style.
- If I try to raise my Stamina to make my Dual Wield, 2H, or Bow abilities hit harder that a wet noodle, I end up with not enough Magicka and weak class abilities.
- If I try to build enough Magicka so my class abilities hit harder than a wet noodle, I end up with weak weapon damage and not enough Stamina for defense.
- If I try to PvP as a melee I have no effective self heals, clunky and obvious telegraphed windup attacks, and none of the survivability (class heals, damage shields, massive ultimate gains, etc.) of other classes. Basically free AP once out in the open after blowing your ONE surprise attack opportunity.
- ZOS threw some pittance Stamina regen on Medium Armor and tweaked a few damage coefficients and called it "the slow path to balance." This is insulting in a subscription game and will NEVER achieve balance. You cannot tweak your way to balance between two resources when one is not only shared between offense and defense but also split between class and weapon damage!
- Medium armor is needed to make Stamina/melee viable (cost reduction, sustain), but has ZERO Magicka reduction or sustain which is needed for CLASS abilities, even utility, to be viable. I'm just going to ignore heavy armor altogether as "that PVE tanky-type armor that is somewhat good for blocking."
- Stamina/melee abilities without effective class synergy to back them up are incredibly WEAK, vulnerable, easily nullified in PvP, and incredibly boring. The only really useful class synergies end up costing a quarter of your magicka just to cast once, which you need to save to vanish for 2.5 seconds and pray you make it to the shadows in time to escape. Automatic CC immunity and gap closers insure even gimmicky survival tactics like Mass Hysteria are ineffective.
Understand, I have held on this long for a good reason. I love the world design, the graphics, the questing, the art, the crafting, and the rest of the "Elder Scrolls" aspects of the game. However, this is simply the WORST balancing act I have seen in any MMO in the last 10 years. At least of the 5 or so big ones I have played.
I am forced to conclude that ZOS set out to apply an MMO shell around an Elder Scrolls core, and in that aspect, they have failed. The Elder Scrolls core is there. The MMO is not, other than there being a lot of other players running around in the same position.
THEY COULD STILL FIX THIS BEFORE IT IS TOO LATE:
- Add a third yellow "Endurance" bar for defense abilities like block, break free, roll dodge, etc., and make Stamina strictly for offensive abilities as Magicka is for casters. Add perks for Endurance cost reduction and regeneration on Heavy Armor (like Light gets for Magicka and Medium gets for Stamina), and create enchanting glyphs, set options, and jewelry with this new stat.
- Add morphs for all class skills that allow you to turn them into Stamina abilities (or Endurance abilities if they are defensive) that scale off of weapon damage and Stamina.
- Overhaul the current armor system to allow incrementally modifying a type of armor piece to gain some of the bonuses from other types, through "Affinity Crafting."
New "Endurance" bar:
"Endurance is best understood in relation to time. While stamina is defined as the amount of time that a given group of muscles can perform at or near maximum capacity (do the most damage), endurance is defined as the maximum amount of time that a given group of muscles can perform a certain action. So the difference between stamina and endurance is one of focus: while stamina is limited to performing at maximum capacity, the focus of endurance is on maximizing time (staying power and survival) regardless of the capacity at which a given group of muscles is performing.
For example, while a sprinter may focus on stamina and running as fast as possible over a given distance, a long-distance runner may be more interested in endurance: he runs as far as possible with speed a secondary concern."
Source.
In ESO this makes perfect sense in the context of Stamina being the "damage" stat and Endurance being "defensive." Endurance is for builds that are more focused on survival and staying power with DPS as a secondary concern.Affinity Crafting:
A crafting station interface to add some of the armor bonuses of another armor type to a given piece, up to a certain number of "slots" or "weights" based on gear level and quality, using mats required to make that different armor type of the same level. Account-bound armor could be upgraded through a trade interface where you drop the mats into a shared resource window (not for trade) and the gear in the gear slot, and if the right materials are there an "Add Light Affinity," "Add Medium Affinity," and/or "Add Heavy Affinity" button will light up on the crafter's side. Level and passives required to upgrade are based on gear materials and trait requirements of it's set bonus (which would be set arbitrarily between 1-9 for non-crafted sets as ZOS sees fit), and the actual effect the affinity points have will be a multiple of the effect of the points you have invested in that armor type.
I sincerely hope ZOS is gets serious about balance and soon, because there are only so many quests and only so much patience a community is willing to show waiting while paying a monthly subscription.
It should be obvious by now to whomever came up with the "slow and steady" approach to balance, who thought adding some Stamina regen to Medium Armor and tweaking a few damage coefficients would realistically solve anything, that this is a hopeless lost cause. Let me say it AGAIN:
You cannot tweak your way to balance between two resources when one is not only shared between offense and defense but also split between class and weapon damage! THEY DO NOT START ON A LEVEL FOUNDATION, therefor you cannot balance hybrids in one direction vs. the other without doing some of the more radical things I have suggested.
If the people responsible are really too stubborn to admit this, then perhaps it is time to reconsider which employees you have been laying off.
I am one of the most devout ES fans out there, very active in the modding community over the last decade plus for Morrowind (Sgaileach Estate and others, though Planet Elder Scrolls is now apparently dead), Oblivion, Skyrim, and my subscription teeters on the verge of being parked until this gets sorted.
ZOS is in a very good position right now. They have created a game with the potential to be one of the best in the industry, on many levels. They also have very little meaningful competition for the foreseeable future. They just need to get these core combat and character build mechanics (the things people spend the most time doing) nailed down.
Yet clearly there is some disconnect in the corporate metric priorities.
I would be happy to consider contract work, if you are hiring!
AlienDiplomat wrote: »NBs-
Shields?no
Self Heal? no
knockdown skills?no
1 spammable skill?no
skill that can ruin rotations?yes(magelight)
bugged skills since beta?yes
dependant on weapon skill likes cus class skills suck?yes
Well, we DO get SOME heals... In the form of Siphon Soul. However, since it uses Magicka, the heals are significantly less potent than when used on a pure Magicka build. Plus it is a heal-over-time, which usually isn't enough to keep you alive during heavy damage (read: PVP). Nothing like other classes shields and full health bar instant heals.
Of course you COULD pair it with Blood Frenzy, the HoT from Dual Wield, and try to get them both ticking on multiple targets, but it is difficult especially since you don't have much magicka to work with if you want decent weapon damage, and with Dark Cloak for survival and Killer's Blade/Impale for execute, there really isn't any room left for Ambush to teleport around.
Besides, same problem. Ambush is a high Magicka cost ability so would take 1/4 of your available resources just to pop over to the next target.
Melee Nightblade synergizes terribly with Stamina builds. Makes absolutely ZERO sense, but that's the way it is.
Of all the classes I would have thought would dominate Stamina...
If I bury a sword in the body of someone, he is dead or at least unable to fight on. If someone appears on a battle field with archers on it and is without a shield, he is dead. There is no realism in this game, not at all. Thus I think we can perfectly aim for balance. Which I think is good, I doubt that we all would have great fun with a 'realistic' game.Balance is the ennemy of realism . You can not have a game such as this that is both realistic and balanced.
- Add morphs for all class skills that allow you to turn them into Stamina abilities (or Endurance abilities if they are defensive) that scale off of weapon damage and Stamina.
- Overhaul the current armor system to allow incrementally modifying a type of armor piece to gain some of the bonuses from other types, through "Affinity Crafting."