There’s the new champion passive that gives you the faster stealth attacks. In general, in PvE, sneak attacks opening at the beginning of fights are really useful to use. In addition to that, in the PvE vs. PvP context, the bonus damage you deal in PvE is a lot higher. If we had that much bonus damage in PvP people would be falling over instantly. That part of it is definitely useful. Potentially people can still try to sneak past mobs in a dungeon if they are interested in doing that sort of thing. Also, heavy attack restores resources now, so being able to slip into stealth, do a heavy attack to get resources back can be really useful.
The Shadow helps you evade and elude your enemies, stealth costs less stamina and CCs against you last less time.
Darkonflare15 wrote: »@DDuke
The Shadow helps you evade and elude your enemies, stealth costs less stamina and CCs against you last less time.
I do not think it is in the wrong tree. As they stated we rotate around the three types of the constellations. So we will always have to put a point in the mage, warrior, and Thief trees. This means that each constellation is base off their respected resource.
Since Thief is base on stamina, the shadow which is one of the Thiefs charges is base on stamina like passives hence why CC is a passive in this tree. The tree represents evading and stamina which is why CC effecting you makes sense.
Now the reason they did so they can prevent people from stacking points in one area to fit their archetype. So they put useful things in all trees that would benefit all play styles.
For example, I play a stealth like character, I would put points in ritual for the increase in critical and points om Attronach for increase weapon damage. In the warrior tree: I would put points in the Lord to get the damage shield on potions because I am squishy and I could use the damage shield from a potion to protect me from damaging skill that could of killed when I am running away. Now last for thief tree: I would put points in shadow to evade moves and the tower to get some stamina reduction. These allow you to make a decent build for you tastes. The best things is you reset it if you do not like the setup you start with. So this does wonders for build diversity.
Nice rant. I just wanted let you know that this may actually help our builds.
Darkonflare15 wrote: »@DDuke
The Shadow helps you evade and elude your enemies, stealth costs less stamina and CCs against you last less time.
I do not think it is in the wrong tree. As they stated we rotate around the three types of the constellations. So we will always have to put a point in the mage, warrior, and Thief trees. This means that each constellation is base off their respected resource.
Since Thief is base on stamina, the shadow which is one of the Thiefs charges is base on stamina like passives hence why CC is a passive in this tree. The tree represents evading and stamina which is why CC effecting you makes sense.
Now the reason they did so they can prevent people from stacking points in one area to fit their archetype. So they put useful things in all trees that would benefit all play styles.
For example, I play a stealth like character, I would put points in ritual for the increase in critical and points om Attronach for increase weapon damage. In the warrior tree: I would put points in the Lord to get the damage shield on potions because I am squishy and I could use the damage shield from a potion to protect me from damaging skill that could of killed when I am running away. Now last for thief tree: I would put points in shadow to evade moves and the tower to get some stamina reduction. These allow you to make a decent build for you tastes. The best things is you reset it if you do not like the setup you start with. So this does wonders for build diversity.
Nice rant. I just wanted let you know that this may actually help our builds.
I have boldened what I feel is the problem with this approach.
Doesn't it worry you that specialization is something that gets punished in a RPG? Rarely have I played a RPG that punishes me (by making me less competitive) because I wanted to play a "pure" class, instead of a hybrid (e.g. magicka builds currently are a hybrid of mage/cleric).
In no other MMO (or even RPG) have I ever felt so forced to play in a certain way.
The main problem lies in the fact that you must rely on the damage shields/heals in order to be competitive in PvP (not as big of a problem in PvE), and they are making them even more prevalent by introducing these passives.
What if I don't want to play that way, being super defensive & able to tank a whole lot of damage?
What if I want to play a role, instead of all of them?
Now, of course I can avoid putting points into these passives that give me free damage shields, but how competitive do you think that is going to be, when the whole point of the game seems to be spamming dmg shields/heals as long as possible to stay alive (as explained on my "rant")?
The fact is that we will continue to see the prevalence of "dmg shield+heal gameplay" not only as strong, but even stronger than before, and even stamina builds are pushed towards this direction.
That is all fine, if you like playing as a "tank dps healer", but please consider there are other kinds of players as well, lots of them, who do not enjoy this kind of gameplay and having a free reset doesn't really help those players enjoy play the game the way they like.
As for the passive being stamina based and thus in The Shadow, I do believe I heard them mentioning other stamina-based things like lower blocking cost being in one of the Warrior constellations, which is why I find this odd.
Also, while rogue type characters usually have means of avoiding damage, those means are in most RPGs CCing your opponent (not the other way around) or utilizing stealth to your advantage.
Regardless, thanks for your feedback.
Darkonflare15 wrote: »Darkonflare15 wrote: »@DDuke
The Shadow helps you evade and elude your enemies, stealth costs less stamina and CCs against you last less time.
I do not think it is in the wrong tree. As they stated we rotate around the three types of the constellations. So we will always have to put a point in the mage, warrior, and Thief trees. This means that each constellation is base off their respected resource.
Since Thief is base on stamina, the shadow which is one of the Thiefs charges is base on stamina like passives hence why CC is a passive in this tree. The tree represents evading and stamina which is why CC effecting you makes sense.
Now the reason they did so they can prevent people from stacking points in one area to fit their archetype. So they put useful things in all trees that would benefit all play styles.
For example, I play a stealth like character, I would put points in ritual for the increase in critical and points om Attronach for increase weapon damage. In the warrior tree: I would put points in the Lord to get the damage shield on potions because I am squishy and I could use the damage shield from a potion to protect me from damaging skill that could of killed when I am running away. Now last for thief tree: I would put points in shadow to evade moves and the tower to get some stamina reduction. These allow you to make a decent build for you tastes. The best things is you reset it if you do not like the setup you start with. So this does wonders for build diversity.
Nice rant. I just wanted let you know that this may actually help our builds.
I have boldened what I feel is the problem with this approach.
Doesn't it worry you that specialization is something that gets punished in a RPG? Rarely have I played a RPG that punishes me (by making me less competitive) because I wanted to play a "pure" class, instead of a hybrid (e.g. magicka builds currently are a hybrid of mage/cleric).
In no other MMO (or even RPG) have I ever felt so forced to play in a certain way.
The main problem lies in the fact that you must rely on the damage shields/heals in order to be competitive in PvP (not as big of a problem in PvE), and they are making them even more prevalent by introducing these passives.
What if I don't want to play that way, being super defensive & able to tank a whole lot of damage?
What if I want to play a role, instead of all of them?
Now, of course I can avoid putting points into these passives that give me free damage shields, but how competitive do you think that is going to be, when the whole point of the game seems to be spamming dmg shields/heals as long as possible to stay alive (as explained on my "rant")?
The fact is that we will continue to see the prevalence of "dmg shield+heal gameplay" not only as strong, but even stronger than before, and even stamina builds are pushed towards this direction.
That is all fine, if you like playing as a "tank dps healer", but please consider there are other kinds of players as well, lots of them, who do not enjoy this kind of gameplay and having a free reset doesn't really help those players enjoy play the game the way they like.
As for the passive being stamina based and thus in The Shadow, I do believe I heard them mentioning other stamina-based things like lower blocking cost being in one of the Warrior constellations, which is why I find this odd.
Also, while rogue type characters usually have means of avoiding damage, those means are in most RPGs CCing your opponent (not the other way around) or utilizing stealth to your advantage.
Regardless, thanks for your feedback.
Yeah I understand though I never played pvp so I never really was force to play a certain way I always played the way I wanted and the more changes they have made. Have made my build even better. What I mean archetype I mean single champion area not necessarily the actually class. Like stacking only defense or stack only utility because that is how the champion is separated. It is seperated into warrior: health and defense, Mage: Attack and Magicka, and Thief: Utility and stamina.
Now I believe they are trying now to make it more balance so now a stealth class would work. You cannot really blame ZOS in what they are trying to do. More damage shields and armor because people complain they were too squishy. More weapon damage because people complain they were not get enough weapon damage or spell damage because of their class. Remember the bring stamina to where magicka is now threads. Now they are trying to make stamina viable by itself. They are only trying to please people but this also displeases people as well.
Darkonflare15 wrote: »Darkonflare15 wrote: »@DDuke
The Shadow helps you evade and elude your enemies, stealth costs less stamina and CCs against you last less time.
I do not think it is in the wrong tree. As they stated we rotate around the three types of the constellations. So we will always have to put a point in the mage, warrior, and Thief trees. This means that each constellation is base off their respected resource.
Since Thief is base on stamina, the shadow which is one of the Thiefs charges is base on stamina like passives hence why CC is a passive in this tree. The tree represents evading and stamina which is why CC effecting you makes sense.
Now the reason they did so they can prevent people from stacking points in one area to fit their archetype. So they put useful things in all trees that would benefit all play styles.
For example, I play a stealth like character, I would put points in ritual for the increase in critical and points om Attronach for increase weapon damage. In the warrior tree: I would put points in the Lord to get the damage shield on potions because I am squishy and I could use the damage shield from a potion to protect me from damaging skill that could of killed when I am running away. Now last for thief tree: I would put points in shadow to evade moves and the tower to get some stamina reduction. These allow you to make a decent build for you tastes. The best things is you reset it if you do not like the setup you start with. So this does wonders for build diversity.
Nice rant. I just wanted let you know that this may actually help our builds.
I have boldened what I feel is the problem with this approach.
Doesn't it worry you that specialization is something that gets punished in a RPG? Rarely have I played a RPG that punishes me (by making me less competitive) because I wanted to play a "pure" class, instead of a hybrid (e.g. magicka builds currently are a hybrid of mage/cleric).
In no other MMO (or even RPG) have I ever felt so forced to play in a certain way.
The main problem lies in the fact that you must rely on the damage shields/heals in order to be competitive in PvP (not as big of a problem in PvE), and they are making them even more prevalent by introducing these passives.
What if I don't want to play that way, being super defensive & able to tank a whole lot of damage?
What if I want to play a role, instead of all of them?
Now, of course I can avoid putting points into these passives that give me free damage shields, but how competitive do you think that is going to be, when the whole point of the game seems to be spamming dmg shields/heals as long as possible to stay alive (as explained on my "rant")?
The fact is that we will continue to see the prevalence of "dmg shield+heal gameplay" not only as strong, but even stronger than before, and even stamina builds are pushed towards this direction.
That is all fine, if you like playing as a "tank dps healer", but please consider there are other kinds of players as well, lots of them, who do not enjoy this kind of gameplay and having a free reset doesn't really help those players enjoy play the game the way they like.
As for the passive being stamina based and thus in The Shadow, I do believe I heard them mentioning other stamina-based things like lower blocking cost being in one of the Warrior constellations, which is why I find this odd.
Also, while rogue type characters usually have means of avoiding damage, those means are in most RPGs CCing your opponent (not the other way around) or utilizing stealth to your advantage.
Regardless, thanks for your feedback.
Yeah I understand though I never played pvp so I never really was force to play a certain way I always played the way I wanted and the more changes they have made. Have made my build even better. What I mean archetype I mean single champion area not necessarily the actually class. Like stacking only defense or stack only utility because that is how the champion is separated. It is seperated into warrior: health and defense, Mage: Attack and Magicka, and Thief: Utility and stamina.
Now I believe they are trying now to make it more balance so now a stealth class would work. You cannot really blame ZOS in what they are trying to do. More damage shields and armor because people complain they were too squishy. More weapon damage because people complain they were not get enough weapon damage or spell damage because of their class. Remember the bring stamina to where magicka is now threads. Now they are trying to make stamina viable by itself. They are only trying to please people but this also displeases people as well.
Yes, I can blame them, but not because of what they are trying to achieve, but rather how they are trying to achieve this.
They are basicly trying to make stamina builds equal to magicka builds, by making them perform in the exact same manner. This does not widen build diversity & playstyles in PvP, it makes it even more condensed into the "dmg shield+heal" that is literally everywhere already.
Also regarding the champion constellations: note that if you decided to stack only on "health and defense", that would make you fairly lousy dps, while making you a good tank. If you decided to stack on utility & stamina only, you'd be a bad tank in return.
I don't see why this is a bad thing, people should be allowed to play the way they want, instead of being forced to become a "tank dps healer", when only one of those appeal to you.
There are also other ways of making players survive longer, than giving them heals/dmg shields that don't fit their archetype.
I have some ways of achieving this for rogue archetype characters listed in my thread at Tamriel Foundry (http://tamrielfoundry.com/topic/sneak-attack-short-synopsis-proposed-changes) & I'm sure something different could be made for mage/warrior archetypes also (although, is it such a bad thing if a DPS character has less survivability than a healer or a heavily armoured tank?)
Darkonflare15 wrote: »Darkonflare15 wrote: »Darkonflare15 wrote: »@DDuke
The Shadow helps you evade and elude your enemies, stealth costs less stamina and CCs against you last less time.
I do not think it is in the wrong tree. As they stated we rotate around the three types of the constellations. So we will always have to put a point in the mage, warrior, and Thief trees. This means that each constellation is base off their respected resource.
Since Thief is base on stamina, the shadow which is one of the Thiefs charges is base on stamina like passives hence why CC is a passive in this tree. The tree represents evading and stamina which is why CC effecting you makes sense.
Now the reason they did so they can prevent people from stacking points in one area to fit their archetype. So they put useful things in all trees that would benefit all play styles.
For example, I play a stealth like character, I would put points in ritual for the increase in critical and points om Attronach for increase weapon damage. In the warrior tree: I would put points in the Lord to get the damage shield on potions because I am squishy and I could use the damage shield from a potion to protect me from damaging skill that could of killed when I am running away. Now last for thief tree: I would put points in shadow to evade moves and the tower to get some stamina reduction. These allow you to make a decent build for you tastes. The best things is you reset it if you do not like the setup you start with. So this does wonders for build diversity.
Nice rant. I just wanted let you know that this may actually help our builds.
I have boldened what I feel is the problem with this approach.
Doesn't it worry you that specialization is something that gets punished in a RPG? Rarely have I played a RPG that punishes me (by making me less competitive) because I wanted to play a "pure" class, instead of a hybrid (e.g. magicka builds currently are a hybrid of mage/cleric).
In no other MMO (or even RPG) have I ever felt so forced to play in a certain way.
The main problem lies in the fact that you must rely on the damage shields/heals in order to be competitive in PvP (not as big of a problem in PvE), and they are making them even more prevalent by introducing these passives.
What if I don't want to play that way, being super defensive & able to tank a whole lot of damage?
What if I want to play a role, instead of all of them?
Now, of course I can avoid putting points into these passives that give me free damage shields, but how competitive do you think that is going to be, when the whole point of the game seems to be spamming dmg shields/heals as long as possible to stay alive (as explained on my "rant")?
The fact is that we will continue to see the prevalence of "dmg shield+heal gameplay" not only as strong, but even stronger than before, and even stamina builds are pushed towards this direction.
That is all fine, if you like playing as a "tank dps healer", but please consider there are other kinds of players as well, lots of them, who do not enjoy this kind of gameplay and having a free reset doesn't really help those players enjoy play the game the way they like.
As for the passive being stamina based and thus in The Shadow, I do believe I heard them mentioning other stamina-based things like lower blocking cost being in one of the Warrior constellations, which is why I find this odd.
Also, while rogue type characters usually have means of avoiding damage, those means are in most RPGs CCing your opponent (not the other way around) or utilizing stealth to your advantage.
Regardless, thanks for your feedback.
Yeah I understand though I never played pvp so I never really was force to play a certain way I always played the way I wanted and the more changes they have made. Have made my build even better. What I mean archetype I mean single champion area not necessarily the actually class. Like stacking only defense or stack only utility because that is how the champion is separated. It is seperated into warrior: health and defense, Mage: Attack and Magicka, and Thief: Utility and stamina.
Now I believe they are trying now to make it more balance so now a stealth class would work. You cannot really blame ZOS in what they are trying to do. More damage shields and armor because people complain they were too squishy. More weapon damage because people complain they were not get enough weapon damage or spell damage because of their class. Remember the bring stamina to where magicka is now threads. Now they are trying to make stamina viable by itself. They are only trying to please people but this also displeases people as well.
Yes, I can blame them, but not because of what they are trying to achieve, but rather how they are trying to achieve this.
They are basicly trying to make stamina builds equal to magicka builds, by making them perform in the exact same manner. This does not widen build diversity & playstyles in PvP, it makes it even more condensed into the "dmg shield+heal" that is literally everywhere already.
Also regarding the champion constellations: note that if you decided to stack only on "health and defense", that would make you fairly lousy dps, while making you a good tank. If you decided to stack on utility & stamina only, you'd be a bad tank in return.
I don't see why this is a bad thing, people should be allowed to play the way they want, instead of being forced to become a "tank dps healer", when only one of those appeal to you.
There are also other ways of making players survive longer, than giving them heals/dmg shields that don't fit their archetype.
I have some ways of achieving this for rogue archetype characters listed in my thread at Tamriel Foundry (http://tamrielfoundry.com/topic/sneak-attack-short-synopsis-proposed-changes) & I'm sure something different could be made for mage/warrior archetypes also (although, is it such a bad thing if a DPS character has less survivability than a healer or a heavily armoured tank?)
Yeah but the problem is play as you want. So far ,all I see is people using what the best of the system to be successful and as long as this stays it will continue to be like that. No problem being squishy if you do want to be but if you cannot be successful with being like that then that is on the player. The reason they have damage shields is so that people who want to play a light armor tank that relies on damage shields can tank. Some people want to be this thus play as you want See if you make a system that allows that; than plenty of people are going to use what is successful. They have a way to increase evasiveness now.
Does this mean everybody going to do that. Not really but by having build diversity you will always have people who just want the cookie cutter build. Now if this system allow you to be successful with the "play as you want"system then that is a good. Since I have seen they have another method of revealing people in stealth, I hope they have a way to re-stealth in battle than that be nice.
All they have done with stamina is add more utility to it. The heal using stamaina is not really out place plus I prefer they did this so I do not have use a staff, which for me is more out of place than the ability. So far we get one heal spell for stamina is not like there is plenty of them and if player does not want to use the skill than do not have use it. We can only wait to see how this system turn out before we can make a decision on what direction it is going.
To further make melee builds more appealing to people, I would add Dual Wield or/and Two-Handed an ability that deals increased damage on blocking targets & prevents them from blocking for X seconds if hit while they were blocking.
I believe this would provide a whole new interesting element to PvP, and would probably settle most of the block casting complaints.
Darkonflare15 wrote: »Darkonflare15 wrote: »Darkonflare15 wrote: »@DDuke
The Shadow helps you evade and elude your enemies, stealth costs less stamina and CCs against you last less time.
I do not think it is in the wrong tree. As they stated we rotate around the three types of the constellations. So we will always have to put a point in the mage, warrior, and Thief trees. This means that each constellation is base off their respected resource.
Since Thief is base on stamina, the shadow which is one of the Thiefs charges is base on stamina like passives hence why CC is a passive in this tree. The tree represents evading and stamina which is why CC effecting you makes sense.
Now the reason they did so they can prevent people from stacking points in one area to fit their archetype. So they put useful things in all trees that would benefit all play styles.
For example, I play a stealth like character, I would put points in ritual for the increase in critical and points om Attronach for increase weapon damage. In the warrior tree: I would put points in the Lord to get the damage shield on potions because I am squishy and I could use the damage shield from a potion to protect me from damaging skill that could of killed when I am running away. Now last for thief tree: I would put points in shadow to evade moves and the tower to get some stamina reduction. These allow you to make a decent build for you tastes. The best things is you reset it if you do not like the setup you start with. So this does wonders for build diversity.
Nice rant. I just wanted let you know that this may actually help our builds.
I have boldened what I feel is the problem with this approach.
Doesn't it worry you that specialization is something that gets punished in a RPG? Rarely have I played a RPG that punishes me (by making me less competitive) because I wanted to play a "pure" class, instead of a hybrid (e.g. magicka builds currently are a hybrid of mage/cleric).
In no other MMO (or even RPG) have I ever felt so forced to play in a certain way.
The main problem lies in the fact that you must rely on the damage shields/heals in order to be competitive in PvP (not as big of a problem in PvE), and they are making them even more prevalent by introducing these passives.
What if I don't want to play that way, being super defensive & able to tank a whole lot of damage?
What if I want to play a role, instead of all of them?
Now, of course I can avoid putting points into these passives that give me free damage shields, but how competitive do you think that is going to be, when the whole point of the game seems to be spamming dmg shields/heals as long as possible to stay alive (as explained on my "rant")?
The fact is that we will continue to see the prevalence of "dmg shield+heal gameplay" not only as strong, but even stronger than before, and even stamina builds are pushed towards this direction.
That is all fine, if you like playing as a "tank dps healer", but please consider there are other kinds of players as well, lots of them, who do not enjoy this kind of gameplay and having a free reset doesn't really help those players enjoy play the game the way they like.
As for the passive being stamina based and thus in The Shadow, I do believe I heard them mentioning other stamina-based things like lower blocking cost being in one of the Warrior constellations, which is why I find this odd.
Also, while rogue type characters usually have means of avoiding damage, those means are in most RPGs CCing your opponent (not the other way around) or utilizing stealth to your advantage.
Regardless, thanks for your feedback.
Yeah I understand though I never played pvp so I never really was force to play a certain way I always played the way I wanted and the more changes they have made. Have made my build even better. What I mean archetype I mean single champion area not necessarily the actually class. Like stacking only defense or stack only utility because that is how the champion is separated. It is seperated into warrior: health and defense, Mage: Attack and Magicka, and Thief: Utility and stamina.
Now I believe they are trying now to make it more balance so now a stealth class would work. You cannot really blame ZOS in what they are trying to do. More damage shields and armor because people complain they were too squishy. More weapon damage because people complain they were not get enough weapon damage or spell damage because of their class. Remember the bring stamina to where magicka is now threads. Now they are trying to make stamina viable by itself. They are only trying to please people but this also displeases people as well.
Yes, I can blame them, but not because of what they are trying to achieve, but rather how they are trying to achieve this.
They are basicly trying to make stamina builds equal to magicka builds, by making them perform in the exact same manner. This does not widen build diversity & playstyles in PvP, it makes it even more condensed into the "dmg shield+heal" that is literally everywhere already.
Also regarding the champion constellations: note that if you decided to stack only on "health and defense", that would make you fairly lousy dps, while making you a good tank. If you decided to stack on utility & stamina only, you'd be a bad tank in return.
I don't see why this is a bad thing, people should be allowed to play the way they want, instead of being forced to become a "tank dps healer", when only one of those appeal to you.
There are also other ways of making players survive longer, than giving them heals/dmg shields that don't fit their archetype.
I have some ways of achieving this for rogue archetype characters listed in my thread at Tamriel Foundry (http://tamrielfoundry.com/topic/sneak-attack-short-synopsis-proposed-changes) & I'm sure something different could be made for mage/warrior archetypes also (although, is it such a bad thing if a DPS character has less survivability than a healer or a heavily armoured tank?)
Yeah but the problem is play as you want. So far ,all I see is people using what the best of the system to be successful and as long as this stays it will continue to be like that. No problem being squishy if you do want to be but if you cannot be successful with being like that then that is on the player. The reason they have damage shields is so that people who want to play a light armor tank that relies on damage shields can tank. Some people want to be this thus play as you want See if you make a system that allows that; than plenty of people are going to use what is successful. They have a way to increase evasiveness now.
Does this mean everybody going to do that. Not really but by having build diversity you will always have people who just want the cookie cutter build. Now if this system allow you to be successful with the "play as you want"system then that is a good. Since I have seen they have another method of revealing people in stealth, I hope they have a way to re-stealth in battle than that be nice.
All they have done with stamina is add more utility to it. The heal using stamaina is not really out place plus I prefer they did this so I do not have use a staff, which for me is more out of place than the ability. So far we get one heal spell for stamina is not like there is plenty of them and if player does not want to use the skill than do not have use it. We can only wait to see how this system turn out before we can make a decision on what direction it is going.
But it is not "play as you want". It is play as a "tank dps healer" or perish, and I'm past the point of arguing this (in fact, it is something inarguable: a fact).
By making builds with damage shields/heals have absolutely no downsides compared to ones without them, you create a system where people who want to stay competitive must slot them, simple as that. Separating spell damage & healing alone would do wonders for this aspect & make other builds viable. In compensation, magicka DPS could be increased (e.g. crystal shards could deal more damage than Snipe in compensation, while keeping the smaller range).
You could still play a tanky mage, but your shields/heals wouldn't be as strong as before & your damage wouldn't be as high as a pure mage. Or you could still absorb everything with your dmg shields or heal up everything (as long as you had magicka), but then you'd deal next to no damage.
Now, that would allow people to play the game as they want, instead of being pigeonholed into every role at the same time & forced to play in a certain way.
Regarding the stamina heal, you are right. I'm not 100% certain people will even use it, considering they'll need stamina to break every single CC made against them. Nonetheless, it's a step towards the wrong direction.
It makes no sense from lore perspective, it makes no sense from gameplay perspective and it makes absolutely no sense from RPG perspective.
In how many RPGs or MMOs have you played a rogue or warrior who healed other people, especially without even using "magic" (magicka)?
Something like using bandages I could accept, but not this.
Darkonflare15 wrote: »Well it seems that your mind keep focusing on what is now instead of focusing on the future.
That number of words isn't appropriate for such a large amount of speculation with how little information we have about the actual changes in 1.6.
Yeah I know. I stated one sentence just to see how he will react. I was getting a little bored with the long paragraphs.That number of words isn't appropriate for such a large amount of speculation with how little information we have about the actual changes in 1.6.
I agree with this^The champion system is only going to be a small part of the overall pie for stats and buffs including damage shields.
If you put points into the damage shield stars in the champ system and someone else puts points in crit/pen/dps stars then they will negate any bonus damage shields contributed by CP.
In fact, if you want to stack damage shields you'll have to wear sets with damage shields and use abilities with major or minor damage shield buff(which will be expensive after the re-balance).
Just popping 1 ability and stacking CP in damage shield will get you crushed by a person who stacks burst dps abilities, gear, and CP.
In other words: if you want to do a 100% stealth burst DPS build, you'll crush anyone who just goes half into damage shield and half into majika sustain.
The champion system is only going to be a small part of the overall pie for stats and buffs including damage shields.
If you put points into the damage shield stars in the champ system and someone else puts points in crit/pen/dps stars then they will negate any bonus damage shields contributed by CP.
In fact, if you want to stack damage shields you'll have to wear sets with damage shields and use abilities with major or minor damage shield buff(which will be expensive after the re-balance).
Just popping 1 ability and stacking CP in damage shield will get you crushed by a person who stacks burst dps abilities, gear, and CP.
In other words: if you want to do a 100% stealth burst DPS build, you'll crush anyone who just goes half into damage shield and half into majika sustain.
dodgehopper_ESO wrote: »To be honest, its almost impossible to know what the ramifications of the champion system are at this point, because we still haven't tinkered with it on PTS. Everything in here is conjecture, and not worthy of flipping out. I think the only 'flip-out worthy' topics are the ones that involve direct changes to powers. If I had any complaint about the power changes they're doing, its that some people had uses for powers the old way. Haste and Blinding Flashes are both getting tossed, and yet both were nice tanking abilities. Haste was also good for stamina dps, because it helped fuel your stamina attacks. By removing haste they've significantly hamstrung the Nightblade's ability to produce the same level of sustained dps. I'd consider that significant. If you're going to complain, at least complaint about stuff you KNOW is changing.
Q: Could you go into a bit more detail about some of the constellations?The Steed reduces your incoming damage with increased block damage and other defensive perks. The master skill gives you a damage shield while blocking. The Lady constellation protects you from Negative effects, you take less damage from Poison and Magic. The master passive there is “Unchained”, when you break free from crowd control all your Stamina costs are reduced for short amount of time. The Lord improves your vitality, Damage Shields you receive are stronger, Healing Potions are more effective, you increase the healing you take. “Infusion” gives players recovery and a damage shield when you resurrect someone, or are resurrected yourself. There are four unlocks in each constellations and four places to spend points in each constellation.
Q: Is stealth going to be getting any love with this update? There are not a lot of reasons to use stealth in group PvE combat, I’d like to see more stealth strikes and things that can take advantage of stealth. Will this happen in 1.6?There’s the new champion passive that gives you the faster stealth attacks. In general, in PvE, sneak attacks opening at the beginning of fights are really useful to use. In addition to that, in the PvE vs. PvP context, the bonus damage you deal in PvE is a lot higher. If we had that much bonus damage in PvP people would be falling over instantly. That part of it is definitely useful. Potentially people can still try to sneak past mobs in a dungeon if they are interested in doing that sort of thing. Also, heavy attack restores resources now, so being able to slip into stealth, do a heavy attack to get resources back can be really useful.
Q: What is your favorite thing to spend Champion Points on?(Wrobel) My favorite thing is to get the damage shield you get when you drink a potion. Drinking potions is already really powerful, and now I can be protected while doing it.
danno816_ESO wrote: »I have limited PvP experience in this game, but I have noticed that if you do not hold block or have a damage shield up the TTK is extremely low. Much lower than any other PvP I have played.
I think, in general our health pools are too low for the amount of damage we can dole out, and that has lead to the requirement of holding block all the time, or using damage shields all the time. Otherwise you are dead in a few seconds.
It has an overly "spikey" feel to it that I don't care for as much as other mmos.
Hypertionb14_ESO wrote: »try the following specification in your Topic name..
"in PvP"
all those comments about damage shields and such have absolutely no implications in PvE.
your topic is clearly aimed at this.