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Easy way to fix Stamina builds

Xnemesis
Xnemesis
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I think these changes should be put in the game to help with stamina builds. Long read but lots of good ideas that would help IMO.

1) I think med armor should have a 2 point passive that gives you stamina, Magicka, and a boost to in combat stamina regen if you successfully dodge or block a heavy attack.

2) Light armor 2 point passive could just give a 50-100% crit on next attack after a successful dodge or block of a heavy attack. Call it retaliate.

3) While heavy armor gets some Health, Stamina, Magicka, and in combat regen boost of health and stamina after a successful dodge or block of a heavy attack.

4) Lower the cost of sprinting, dodging, sneaking, and blocking drastically. CC break can remain the same.

5) Change armor caps based on armor type.
650 on light armor, 1300 for medium armor, and 2000 for heavy

6) Spell resist needs to be changed per armor type.
1500 on light, 750 on medium, and 500 on heavy
(Shield will have a passive that increases this and physical armor to make heavy armor tanks the best choice)

7) Increase the light and heavy damage of all stamina based weapons. Drastically increase melee weapon damage.

8) Fix attack speed armor passives, ability buffs, and weapon traits for all ranged weapons. As it stands right now we should be able to fire arrows and magic quite quickly, however that is just not the case.

9) Make bows fire when you fully charge a heavy attack similar to staves. It is hard for us to judge just how long it takes to get full damage from a heavy attack. Even more so when we have attack speed passive from medium armor, weighted trait, and haste (assuming they fix haste for heavy attacks).

10) Make abilities scale of whichever resource is the higher one. This would allow all abilities to be used with effectiveness regardless of which resource is required to cast it. Solves a ton of issues and opens the door to different builds. (This is probably the change I want to see made the most as well as the armor passives)

  • Xnemesis
    Xnemesis
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    cant believe nobody has a single thing to add or say. Especially when stamina builds are under so much scrutiny.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    I like all except 4. Reducing them drastically would still have something else draining stamina attacking ability while leaving magicka attacking ability alone. I believe they either need to also cost magica, 50/50 with stamina, or have an entirely new resource for them. Preferr new resource because magicka people will just complain if they have to even partially suffer as stamina builds do.

    For 10, they are already planning to do that with ultimates, but it would be cool if they did that with class skills too. There are plenty of physical damage class skills and it just doesn't make much sense for them to all scale off magicka, even if they use magicka. Possibly even make class skills cost 50/50 stamina and magicka while just scaling off the total stamina and magicka you have, so having more of both would strengthen class skills.
  • Xnemesis
    Xnemesis
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    I see your concern with #4 and maybe a reduced cost and a shared cost would be the right way to go with it.

    As for #10 I originally did want to pool resources for damage calculations, but that would require a change to the way damage is calculated per ability and would take some work. That is why I changed my stance a bit and figured it could just calculate all damage off whatever resource is higher regardless of what resource is needed to cast it.

    No matter what changes are put in they will need gradual tweaking on the pts and in PvP environments before they go live. I can see this probably getting fully tuned in two months. I wish it could be done sooner but I doubt it
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