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You need to buff weaponskills. They are terrible.

  • steinernein
    steinernein
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    No, I think stamina abilities need upward adjusting but the main issue is how it functions in a group setting -- I do not believe stamina builds are that far behind in terms of DPS but it requires specific set ups, hence, it needs adjustments to open up more possibilities.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    Shaun98ca2 wrote: »
    Well I believe Stamina is currently where they want it at. I think its really people are missing the point of a Stamina Build.

    A full on Stamina Build gains excessive damage in Light/Heavy Attacks. IF you figure that's where the majority of your damage is coming from then having Stamina PLUS the increased survivability of Stamina using Block, Dodge, Stun starts to put the reduced damage into perspective.

    Also looking at most Stamina Hotbar abilities they don't really seem like they are meant to be "spammed" more like situational bonuses to your strong Light/Heavy Attack.

    WHY does it seem like Stamina builds are weaker than Magicka build because inherently they are SUPPOSED to be. As a Stamina build can sustain its damage infinitely, while a Magicka build is SUPPOSED to run out of Magicka and then once that happens their DPS would PLUMMET bellow that of a Full Stamina users DPS.

    Full Magicka users have High Damage Low Sustainment - This theory WORKS if you look at a Templar with NO Magicka Management and realize NightBlades Magicka Management is getting screwed in patch 1.2.

    Full Stamina users have Standard Damage Low Sustainment, High Survivability.

    Full Magicka user runs out of Magicka their DPS becomes lower than a Stamina users, thus creating the balance. But Magicka users ARENT running out of Magicka but it looks like Devs ARE addressing that issue.

    As long as stamina is used by cc break, block, dodge etc, it is not balanced. Youre whole speach gets torn up by the existance of the light armor trait to reduce the magicka cost of everything as well. Spells end up costing less than weapon skills. And there are stamina skills that can only be reduced by jewelry and the arent cheap.
  • Lynx7386
    Lynx7386
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    They seriously need to add a separate "energy" bar that blocking, dodging, sprinting, cc breaking, and sneaking draw from so that stamina can be used entirely for weapon abilities and bashing.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • audabon2013
    audabon2013
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    mage guild still offers a viable regen. until that gets nerfed too mag is still sittin pretty.
    Edited by audabon2013 on 12 June 2014 15:59
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    Every time I use a weaponskill, I make myself easier to kill.....
  • Ralathar44
    Ralathar44
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    Shaun98ca2 wrote: »
    Well I believe Stamina is currently where they want it at. I think its really people are missing the point of a Stamina Build.

    A full on Stamina Build gains excessive damage in Light/Heavy Attacks. IF you figure that's where the majority of your damage is coming from then having Stamina PLUS the increased survivability of Stamina using Block, Dodge, Stun starts to put the reduced damage into perspective.

    Also looking at most Stamina Hotbar abilities they don't really seem like they are meant to be "spammed" more like situational bonuses to your strong Light/Heavy Attack.

    WHY does it seem like Stamina builds are weaker than Magicka build because inherently they are SUPPOSED to be. As a Stamina build can sustain its damage infinitely, while a Magicka build is SUPPOSED to run out of Magicka and then once that happens their DPS would PLUMMET bellow that of a Full Stamina users DPS.

    Full Magicka users have High Damage Low Sustainment - This theory WORKS if you look at a Templar with NO Magicka Management and realize NightBlades Magicka Management is getting screwed in patch 1.2.

    Full Stamina users have Standard Damage Low Sustainment, High Survivability.

    Full Magicka user runs out of Magicka their DPS becomes lower than a Stamina users, thus creating the balance. But Magicka users ARENT running out of Magicka but it looks like Devs ARE addressing that issue.

    Even if all the other flaws in your argument were overlooked there is a critical flaw that still blows it out of the water:

    Burst damage is better than sustained damage. For sustained damage to be competitive it has to be much better over time than the burst damage AND the fight must last long enough for that to matter.

    So long as we still have to clear trash mobs quickly to survive burst damage will always be much better. As well, AOE damage is much better on magicka builds than stamina builds. That exacerbates the issue further.
    Some questions answer themselves:
    So what is the problem with building specifically against an oil farm????

    oil farm????
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    ive bern proven time and again that someone with a staff in thier build, especially a restoration staff (not even for the heals) > me. i feel unless i swap out one of my weapons for a staff and abandon most stamina skills i'll just get rolled over by those who do.
  • PikkonMG
    PikkonMG
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    Other thing that needs to be addressed is Weapon Damage Cap, in PvE it's not to bad my Weapon Damage is like 188 or so and not over-charged, when in PvP the soft cap is like 170 or so, so my weapon damage drops from 180+ down to 172 and over-charged which is just stupid.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    PikkonMG wrote: »
    Other thing that needs to be addressed is Weapon Damage Cap, in PvE it's not to bad my Weapon Damage is like 188 or so and not over-charged, when in PvP the soft cap is like 170 or so, so my weapon damage drops from 180+ down to 172 and over-charged which is just stupid.

    Agreed. They lowered the weapon damage cap making any weapon damage buffs, momentum, Molten weapons, hundings rage, whatever else, nerfed in cyrodil. The same goes with armor cap too, with nerfing the protection for heavy armor users.

    They need to not reduce the caps while in cyrodil. Its another thing hurting weapon users, and seriously hurting 2h melee weapon users since they get the highest damage. Probably doesn't hurt the other weapon users nearly as much, but If I were to make my 2h sword gold I would already be sitting at that crappy cap.
  • altrego9920_ESO
    honestly they need to remove the caps completely, there should be no cap on weapons, ohh look a shiny new sword its all gold and stuff... meh why bother it says it 2x the damage but for some reason the eso gods decided that there will be a magical barrier around the blade preventing it from doing extra damage vs my old dull rusted cleaver. Ohh look some really awesome looking heavy armor... ohh wait, for some reason people hit me about the same because magically my plate armor is turned into the same as cloth when someone is attacking me. Completely takes any type of immersion out of the game.
  • ZoM_Head
    ZoM_Head
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    Gisgo wrote: »
    Yes but i can deal with a spell doing 600+ damage when i can do 450 by throwing a dagger, Blinding flurry obliterates targets.
    Again, with the right build, the damage isnt bad.
    DPS is terrible because you run out of stamina by breaking CCs, rolling... basically by just fighting.

    Those are all single target DPS.

    Go do some veteran dungeons, two handed in full stamina just does not work with mobs, especially undead that do not bleed.

    My brawler veteran is so sad right now, im kind of thinking of either ditching the game completely, since there is no CC or AOE from stamina builds, or play the game ZOS designed it, which is magick based, go either DK or Sorc for the Talons/Encase to CC, inferno staff for wall of elements and impulse and call it a day.
    mDKs still need a lot of love!
  • ZoM_Head
    ZoM_Head
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    Shaun98ca2 wrote: »
    Well I believe Stamina is currently where they want it at. I think its really people are missing the point of a Stamina Build.

    A full on Stamina Build gains excessive damage in Light/Heavy Attacks. IF you figure that's where the majority of your damage is coming from then having Stamina PLUS the increased survivability of Stamina using Block, Dodge, Stun starts to put the reduced damage into perspective.

    Also looking at most Stamina Hotbar abilities they don't really seem like they are meant to be "spammed" more like situational bonuses to your strong Light/Heavy Attack.

    WHY does it seem like Stamina builds are weaker than Magicka build because inherently they are SUPPOSED to be. As a Stamina build can sustain its damage infinitely, while a Magicka build is SUPPOSED to run out of Magicka and then once that happens their DPS would PLUMMET bellow that of a Full Stamina users DPS.

    Full Magicka users have High Damage Low Sustainment - This theory WORKS if you look at a Templar with NO Magicka Management and realize NightBlades Magicka Management is getting screwed in patch 1.2.

    Full Stamina users have Standard Damage Low Sustainment, High Survivability.

    Full Magicka user runs out of Magicka their DPS becomes lower than a Stamina users, thus creating the balance. But Magicka users ARENT running out of Magicka but it looks like Devs ARE addressing that issue.

    30% more armour in medium than light, how is that survivability in veteran zones? or do you want me to sneak a lot and go night blade and single target DPS in stamian builds?

    As i mentioned above, there is no CC stamina based skill at all and only two handed for AOE, which is already a joke in terms of damage compared to inferno staff or class (magicka based) skills.

    I am sorry, but i do not like playing ranged and casting spells for every character i make. Brawlers wear medium armour, get in there, deal tons of damage and get the job done. This does not work in ESO.
    mDKs still need a lot of love!
  • steinernein
    steinernein
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    What's your DPS on 3-4 targets with Brawler? What's your DPS on 6 targets with Brawler?
  • ZoM_Head
    ZoM_Head
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    What's your DPS on 3-4 targets with Brawler? What's your DPS on 6 targets with Brawler?

    Never bothered to find out, but i know its low compared to my sorcerer and dragon night mage, by far.

    Veteran bosses go down much much faster with my mages as opposed to my brawler. And due to ranged casts, they survive better/longer.
    Edited by ZoM_Head on 25 June 2014 10:44
    mDKs still need a lot of love!
  • Moonchilde
    Moonchilde
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    The writing is on the wall, there are many ways they could even the field with this, but they aren't paying any attention to weapons or armor, which are the biggest pain spots.

    1. Caps should be greater for heavier armor types, and heavier armor types should include natural, proportional, magic resistance.

    2. Each line of melee weapon should have a rear or arc attack (or morph) that affects multiple mobs.

    3. Any melee weapon user should spawn a separate bar of stamina (called Adrenaline) that is used for running or dodge rolls that does not detract from primary Stamina, much like the horse's dash stamina.

    These would be a start..
  • RavenSworn
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    i do notice that while the tooltip for stamina is "Increases weapon damage"....

    iit's just not doing it. I expected my weapon damage on my character sheet to increase to not just my own weapon value but to the amount of stamina too.

    even adding 1point weapon damage per 5 points in stamina would help much.

    i've had Power Extraction + Cleave and it was awesome cleaving through mobs on the same level as me. and this helped me go through the public dungeons. its really cool but it's still not doing that much damage as an AOE Sorc warrior.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • temjiu
    temjiu
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    temjiu wrote: »
    Stamina skills ARE under-performing. Your right OP. Doesn't matter what the situation, they need a boost, and some serious rethinking of their resource objectives. Period. But I think we need to be a bit more pro-active on our threads now. ZOS is getting the point. We aren't happy. we need to instead be constructive, and offer ideas. Think I'll start a post to consolidate ideas. might as well...not really playing the game at this point because VR is nigh unplayable with my preferred builds (mostly melee...go figure).

    Not the point enough since there isn't anything in 1.2 to balance stam vs magicka either.

    To a degree...reducing stamina costs is really increasing stamina based damage potential. it's a step in the right direction. But I agree with you...I really think were both in the same boat...however I see the changes as an attempt at moving in the right direction. It's just not enough.

    EDIT: Oh, and to all the people who are trying to say that it is balanced, you forget something.

    REALITY.

    the reality is...if it were balanced, people would be playing stamina builds in VR Content, and stamina builds would be viable in end game competition.

    They aren't. which leads me to believe that people who are actually supporting the current design are either:

    - playing a staff/dress build, and have yet to even try a stamina build in VR content, or
    - they are still leveling up to 50 in their stamina build, or
    - are perfectly happy with the game being set up so only dress wearing staff players can do the entirety of the game.

    take it as you will, being ignorant or simply not caring, but either way it's not a healthy state for the game.
    Edited by temjiu on 29 June 2014 20:33
  • Armitas
    Armitas
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    This is a c/p from the official thread but I think it's worth consideration here too. Excuse the format but I didn't want to reword it just to be less formal.
    ____

    I wanted to address one of the main problems with stamina based builds in comparison to magicka based builds, and provide a possible solution.

    Problem.
    Stamina based weapons cause a double draw in Stamina due to the fact that blocks, rolls, CC breaks draw from the same pool as the weapon attacks.

    Why it's a problem.
    In PvP this allows magicka based builds to block cast using their stamina bar solely for block/roll/breaks while using their magicka solely for attacking. Stamina based builds can also block cast but they will consume their resource pool twice as fast. Simply put in a fight against a magicka user and a stamina user the stamina user will be out of resources long before the magicka user will. This gives the stamina user a sophies choice, do I block and run out of stamina to attack, or do I attack and run out of stamina to CC break? This is not a choice that the magicka user has to make.

    Potential Solution.
    Add a new bar called "power". Power = (Stamina + Magicka)/2). All blocks dodges and breaks consume a rescaled amount of power rather than stamina or magicka. The power bar could be as simple as the horse stamina bar.

    **Alternate equation that does not require a rescaling and would automatically allow power to represent the highest resource pool.
    ( (S+M/2) * ( (S-M)/(S+M) ) ) + ((S+M)/2)

    Why it could work.
    * Both magicka and stamina builds have the same considerations when it comes to the choice of blocking, dodging or breaking.
    * The resulting power pool is identical to what it currently is for magicka users in regards to being able to Block/dodge/break.
    * The power bar equally represents what the player invests in whether he invests in stamina or magicka.

    Ancillary uses for a Power bar.
    * It can be used to provide an effective GCD without making a GCD by attaching certain skills to the power bar. If that skill is used consecutively then it causes an exhaustion debuff. If that skill is used again while under the exhaustion debuff it will consume power as well as stamina or magkica. This would be very effective in reducing skill spam without harming the individual skill or adding a GCD. If needed it can also be used for managing gap closers or openers such as Bolt escape and invasion without harming the individual skill or adding a GCD.

    * It could give you an additional point of contact for fine tuning that may be more precise to the issue at hand then the current system may allow allow for.
    Edited by Armitas on 2 July 2014 14:56
    Retired.
    Nord mDK
  • CaptainSilverbrow
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    I disagree with adding an entirely separate resource for exclusively defensive combat mechanics (though, I'd've counseled against espousing an entire offensive combat regiment with it in the first place); this can be allayed with dramatic stamina cost reductions across the board and armor tweaks for efficiency. Stam. abilities should consume perhaps a third of their total cost, and all defensive mechanics need to become more cost-efficient per piece of medium and/or heavy armor equipped. If it sounds unrealistic, just imagine that individuals wearing heavy armor in all situations, as opposed to those in light armor, are, shall we say, more physically suited to their individual, choicest armor types. Mages are traditionally prissy sorts.

    In Elder Scrolls tradition, those wearing the more robust armor types developed such an intrinsic proclivity for their preferred second skin, it's been storied that such individuals carried the heaviest, most stymying armor almost as if wearing nothing at all, if the tale of the arena champion whose armor was sabotaged (glued together as a whole, and he fought his opponent on his hands) is any compliment to this concept.
  • Armitas
    Armitas
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    I think if you made stamina abilities cost a 1/3 less to account for the double draw in stamina then it would fix it for PvP in regards to block casting. However the result in PvE is now that Magicka users consume 3x that of stamina users per attack.

    The second part of your point would work I think. "all defensive mechanics need to become more cost-efficient per piece of medium and/or heavy armor equipped."

    ^That should most certainly be implemented.
    Edited by Armitas on 3 July 2014 15:59
    Retired.
    Nord mDK
  • CaptainSilverbrow
    CaptainSilverbrow
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    Armitas wrote: »
    I think if you made stamina abilities cost a 1/3 less to account for the double draw in stamina then it would fix it for PvP in regards to block casting. However the result in PvE is now that Magicka users consume 3x that of stamina users per attack.
    Sure, but nothing would change for magicka-centric playstyles insomuch as concerns their resource management and related mechanics. The two contrasts betwixt magicka users and stamina users are variety and sourcing, only the latter of which is really being discussed in the scope of this thread. Magicka is consumed exclusively for spells, no matter the purpose, whereas we all use stamina for at least defensive maneuvering. For us concurrently, a roll dodge consumes something like a fourth or third of the bar, and our attacks are not much more economical. Stamina regeneration is severely limited in both mode (being forced to use medium armor and occupy valuable jewelry enchants) and mechanics, whereas magicka is not at all, despite serving only to fuel spells, and whereas magicka is presently concerned, that's fine. Stamina isn't, though. If maneuvers for us more puissantly armored folks were reduced to around 8% or 10% a maneuver, and our attacks were a third or half their current costs, we'd not only require less stamina regen., leaving room for more creative itemization, we would be wholly viable in PvP and PvE environs.

    And then we get to address the skills and individual weapon-type philosophies informing each skill tree's design. I'm thinking up some stuff for DW and 2H now, with DW focusing more on speed and burst, and 2H being made, obviously, more to focus on power and its own vulnerability.
  • Tobiz
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    Why do we need a stamina CC?
    There are class skills that base on magicka, the cc duration does not scale from magicka.. I hope. I dont think Templar has one, so just give them one.
    So... uhm why do we need CC based on stamina? just asking.

    edit: we need less stuff on stamina, not more.

    If there were a cc on stamina, a magicka build could use that for a 2nd cc. That would be less then very bad.

    Flameprotection: Im a melee stamina build tank.
    Edited by Tobiz on 6 July 2014 16:18
    Attention Zenimax: Stamina builds don't hold up to magicka builds, and this is causing most of your class imbalance. It makes melee weapons and bows weaker than staves and class abilities. It makes medium and heavy armor less desirable than light armor. Fix this imbalance, and you'll address most of your balance issues.
  • Shaun98ca2
    Shaun98ca2
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    Shaun98ca2 wrote: »
    Well I believe Stamina is currently where they want it at. I think its really people are missing the point of a Stamina Build.

    A full on Stamina Build gains excessive damage in Light/Heavy Attacks. IF you figure that's where the majority of your damage is coming from then having Stamina PLUS the increased survivability of Stamina using Block, Dodge, Stun starts to put the reduced damage into perspective.

    Also looking at most Stamina Hotbar abilities they don't really seem like they are meant to be "spammed" more like situational bonuses to your strong Light/Heavy Attack.

    WHY does it seem like Stamina builds are weaker than Magicka build because inherently they are SUPPOSED to be. As a Stamina build can sustain its damage infinitely, while a Magicka build is SUPPOSED to run out of Magicka and then once that happens their DPS would PLUMMET bellow that of a Full Stamina users DPS.

    Full Magicka users have High Damage Low Sustainment - This theory WORKS if you look at a Templar with NO Magicka Management and realize NightBlades Magicka Management is getting screwed in patch 1.2.

    Full Stamina users have Standard Damage Low Sustainment, High Survivability.

    Full Magicka user runs out of Magicka their DPS becomes lower than a Stamina users, thus creating the balance. But Magicka users ARENT running out of Magicka but it looks like Devs ARE addressing that issue.

    As long as stamina is used by cc break, block, dodge etc, it is not balanced. Youre whole speach gets torn up by the existance of the light armor trait to reduce the magicka cost of everything as well. Spells end up costing less than weapon skills. And there are stamina skills that can only be reduced by jewelry and the arent cheap.

    I don't see how you figure. Block, Dodge, Stun are beyond important for a Stamina build. It makes sense for it to use Stamina, Stamina builds should play differently than a Magicka build and it does. Stamina abilities are less damage focus and more utility focused. Yes there are some DPS focused abilities but they also seem situational and less prone to spam.

    A Magicka build has to use its resource for things other than DPS. How about CC? Self heals? Buffs/Debuffs?

    When your playing your Magicka build do you run out of Magicka? If not what allows you to keep "endless" Magicka? Then you should try playing without it and see the system for how it really is...RESTRICTIVE.

    Those CCs and Self Heals really take their toll on your resource pool but you need them to survive.

    Anybody thinks they can play a Magicka build good without Magicka gain? How about better than Stamina build without Magicka gain?

    I know my Stamina build is way better than a Magicka build without any Magicka gain.

    Magicka gain is placed on only a few select things in the game. The Restro Staff is OBVIOUSLY better than any item in the game for a Magicka build due to the Magicka gain. What about the Dark Exchange/Spell Symmetry? Obviously any Magicka build NOT using these is doing it wrong.

    Why? Because they allow you more access to a limited resource pool.


    ________________________________________________________________________
    Ralathar44 wrote: »
    Shaun98ca2 wrote: »
    Well I believe Stamina is currently where they want it at. I think its really people are missing the point of a Stamina Build.

    A full on Stamina Build gains excessive damage in Light/Heavy Attacks. IF you figure that's where the majority of your damage is coming from then having Stamina PLUS the increased survivability of Stamina using Block, Dodge, Stun starts to put the reduced damage into perspective.

    Also looking at most Stamina Hotbar abilities they don't really seem like they are meant to be "spammed" more like situational bonuses to your strong Light/Heavy Attack.

    WHY does it seem like Stamina builds are weaker than Magicka build because inherently they are SUPPOSED to be. As a Stamina build can sustain its damage infinitely, while a Magicka build is SUPPOSED to run out of Magicka and then once that happens their DPS would PLUMMET bellow that of a Full Stamina users DPS.

    Full Magicka users have High Damage Low Sustainment - This theory WORKS if you look at a Templar with NO Magicka Management and realize NightBlades Magicka Management is getting screwed in patch 1.2.

    Full Stamina users have Standard Damage Low Sustainment, High Survivability.

    Full Magicka user runs out of Magicka their DPS becomes lower than a Stamina users, thus creating the balance. But Magicka users ARENT running out of Magicka but it looks like Devs ARE addressing that issue.

    Even if all the other flaws in your argument were overlooked there is a critical flaw that still blows it out of the water:

    Burst damage is better than sustained damage. For sustained damage to be competitive it has to be much better over time than the burst damage AND the fight must last long enough for that to matter.

    So long as we still have to clear trash mobs quickly to survive burst damage will always be much better. As well, AOE damage is much better on magicka builds than stamina builds. That exacerbates the issue further.

    This again is due to the fact Magicka builds have access to Magicka gain as mention above.

    Try to see how long you can maintain any of that without any Magicka gain other than a POT. Its probably a complete fail. Sure you would start off really good till your OOM. Then that's were the Stamina build shines. A Stamina build needs only its Light/Heavy attack......"but that's boring" which is why we have Stamina based abilities to be used sparingly and wisely unlike a Magicka build which has ONLY their abilities as their Light/Heavy Attacks would be a drop in DPS unless they stat towards Stamina.

    But then again a Stamina build can stat towards Magicka to increase the damage output of its Magicka abilities. People forget Stamina builds can also use Magicka for DPS. YES it wont be as strong but its still available.


    What other flaws did you see im happy to hear.
  • tino.antoninieb17_ESO
    Even stamina / magica builds balance is better after recent tweaks- still magica builds are in much better shape.
    I am Redguard NB V12 stamina based and mostly do dw and bow. Before armor and nb tweeks i was doing like 500 and after those i go around 700-750 dps.
    I never run out of stamina and still cant come close to the magic damage NB's are making ( with magic build i do with my nb 900-950 dps and best guys in the game are well over 1k ).
    Obviously improving stamina pool and/or regeneration will not add more benefit coz in same timeframe i simply cant squeeze in more hits and i already use best bang for buck spells and abilities ( and no - i am not using syphoning attacks ).

    If i am zos i would do following :

    1) Weapon abilities should be buffed at least 10-15 % - directly.
    2) Merging spell and weapon crit and on other side spell and magic damage will be step in right direction . Then we will be able to talk about some balance coz then i will have hybrid and could pick best from both worlds.
    3) And yes i think this is first time i ask for nerf - resto staff - its clearly overpowered and dps component should be nerfed.
    6) Buffing bow ( key bow singe target ability should be buffed at least for 20-25 % in total ) for sure coz bow is best range weapon for stamina builds and large portion of pve fights are mostly range fights coz of boss mechanics and there we lose race.
    Edited by tino.antoninieb17_ESO on 10 July 2014 08:52
  • Tobiz
    Tobiz
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    Ill pull some of what you said out of their context, but I agree with you in mostly everything :)
    Shaun98ca2 wrote: »
    Full Magicka user runs out of Magicka their DPS becomes lower than a Stamina users, thus creating the balance. But Magicka users ARENT running out of Magicka
    but it looks like Devs ARE addressing that issue.

    How do you figure?
    The spamability of the stun runes and aoe being as powerfull as single target spells is stupid. Give stamina equivalent damage/cost ratio or nerf magicka.
    And thats just for starters.
    Shaun98ca2 wrote: »
    as their Light/Heavy Attacks would be a drop in DPS unless they stat towards Stamina.
    What about the resto staff magicka gain on heavy attack, or light/heavy attack weaving? If we still consider it a drop I see an intended drop in order to increase sustain.
    Perfectly normal, if it werent for the insane dps making fights so short.
    Trial runners seem to spend more time getting to the encounters then actually fighting them.
    With my stamina abilities I have issues doing enough damage to multiple targets for a tag to get loot. As stamina Im obviously not doing trials...
    I still see a nerf to magicka dps as the best solution or the entire game will be trivialized. The nerf to VR made that all the more palpable.
    Edited by Tobiz on 10 July 2014 09:35
    Attention Zenimax: Stamina builds don't hold up to magicka builds, and this is causing most of your class imbalance. It makes melee weapons and bows weaker than staves and class abilities. It makes medium and heavy armor less desirable than light armor. Fix this imbalance, and you'll address most of your balance issues.
  • mousekime111rwb17_ESO
    Armitas wrote: »
    This is a c/p from the official thread but I think it's worth consideration here too. Excuse the format but I didn't want to reword it just to be less formal.
    ____

    I wanted to address one of the main problems with stamina based builds in comparison to magicka based builds, and provide a possible solution.

    Problem.
    Stamina based weapons cause a double draw in Stamina due to the fact that blocks, rolls, CC breaks draw from the same pool as the weapon attacks.

    Why it's a problem.
    In PvP this allows magicka based builds to block cast using their stamina bar solely for block/roll/breaks while using their magicka solely for attacking. Stamina based builds can also block cast but they will consume their resource pool twice as fast. Simply put in a fight against a magicka user and a stamina user the stamina user will be out of resources long before the magicka user will. This gives the stamina user a sophies choice, do I block and run out of stamina to attack, or do I attack and run out of stamina to CC break? This is not a choice that the magicka user has to make.

    Potential Solution.
    Add a new bar called "power". Power = (Stamina + Magicka)/2). All blocks dodges and breaks consume a rescaled amount of power rather than stamina or magicka. The power bar could be as simple as the horse stamina bar.

    **Alternate equation that does not require a rescaling and would automatically allow power to represent the highest resource pool.
    ( (S+M/2) * ( (S-M)/(S+M) ) ) + ((S+M)/2)

    Why it could work.
    * Both magicka and stamina builds have the same considerations when it comes to the choice of blocking, dodging or breaking.
    * The resulting power pool is identical to what it currently is for magicka users in regards to being able to Block/dodge/break.
    * The power bar equally represents what the player invests in whether he invests in stamina or magicka.

    Ancillary uses for a Power bar.
    * It can be used to provide an effective GCD without making a GCD by attaching certain skills to the power bar. If that skill is used consecutively then it causes an exhaustion debuff. If that skill is used again while under the exhaustion debuff it will consume power as well as stamina or magkica. This would be very effective in reducing skill spam without harming the individual skill or adding a GCD. If needed it can also be used for managing gap closers or openers such as Bolt escape and invasion without harming the individual skill or adding a GCD.

    * It could give you an additional point of contact for fine tuning that may be more precise to the issue at hand then the current system may allow allow for.

    The problem here being that stamina in elderscrolls games has always doubled as a tank stat as well as a damage stat (see power attacks) Ergo by splitting an alternative stat for blocking dodge rolling and cc breaking to half the combined magicka and stamina of the character you end up giving extra survivability to the caster....
  • Aenra
    Aenra
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    Just had to write this;

    When on top of everything else, peoples' solution to balance issues is apparently the addition of one ---extra--- pool for the developers to drown in. What with the immense amount of work this entails, and the following rewriting of so, so many skills.. that will do wonders to balancing things out, won't it ^^

    So, in regards to adding a third pool, i just had to write this;

    lol
    Pride, honour and purity
  • khele23eb17_ESO
    khele23eb17_ESO
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    Aenra wrote: »
    When on top of everything else, peoples' solution to balance issues is apparently the addition of one ---extra--- pool for the developers to drown in. What with the immense amount of work this entails, and the following rewriting of so, so many skills..

    What exactly would they be rewriting?

    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Stx
    Stx
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    A third pool is a bad idea, it will just give casters more power...

    Stamina dps sharing their resource with dodge/block is fine, if its not competitive dps wise, then simply buff the regen of stamina. If you put a lot of itemization into stamina regen, then it should regen much faster than it currently does, then you will be able to spam stamina abilities and still have plenty left over for dodging/sprinting. Also, stamina dps abilities just plain need to be buffed. Flurry needs more damage or the cast time needs to be fixed, 2hand needs a dps ability that actually hits hard about 50% HP.
  • Kego
    Kego
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    If you raise that Stamina rege, it should be only done around 5 piece of Medium Armor and Heavy Armor. Otherwise caster will receive that power as well, beeing the same as introducing a third bar.
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