if u ask me... immovable should only be usable with something like at least 5 heavy armor parts or something.
if u ask me... immovable should only be usable with something like at least 5 heavy armor parts or something.
This should be a no-brainer. Every Armor Ability should only be usable with 5 pieces, where the specific Passive gets aviable, too.
Would be nice to see this change already in 1.3.2. It is more than necessary.
madangrypally wrote: »
Solution is this:
Change how abilities scale based on either Max Magicka or Max Stamina based on whichever one is highest.
IE: I play the Stamina duel wielding Nightblade and have 2500 Stamina but only 1200 Max Magicka. I use ambush and it still cost Max Magicka but instead of the damage scaling off of Max Magicka it now scales off of Max Stamina.
Same for Ultimate's. Make them scale off of whichever stat is higher.
While they are at it they can redo the class abilities that work off of weapon crit to also scale off of weapon damage. IE: Biting Jabs, Flame Lash, and Ambush all work off of weapon crit but scales off of spell damage. This hurts melee builds because the item sets normally come with weapon crit, weapon damage, stamina, and are medium armor. So to build a weapon crit melee build a player will be wasting set bonuses.
arnaldomoraleseb17_ESO wrote: »Is frustrating to see how ZeniMax aren't doing nothing to fix stamina builds in this patch. I have stopped to play until Zenimax fix this issue but after 4 months waiting I am doubting that they will do it some day.
houimetub17_ESO wrote: »I play and main a stamina builded templar (I know, not the best combination, but I promised myself I would not change the orientation of my character's build towards a cookie cutter build so please, no ''you should roll XXX class'' please. Besides, I have a sorc and a dk alt to test other options for stam build already).
I've leveled and put point into Bows, Dual Wield, 2 handed, 1 Handed and Shield and tested all of them. I'm wearing 7 medium and currently trying as hard as I can to make stam builds in general as optimal as possible in : 1v1 PvP, Regular AvA, Dungeons and Raids.
Right now with my build I reach 190 - 200 weapon Damage and in between 33-45% crit chance, depending on the gear/ weapon I use, as well as the Shadow Mundus Boon. I have legendary items and by sets consist of Night Mother/Hundling Rage and Dominion gear for PvP. Even with that, I still feel like I am extremely uncompetitive against, half geared or lower VR magika users.
But to be honest, I feel kind of disheartened after all of my attempts and testings. Some major factors makes Magika builds so damn more easier to run and so much more effective and that not only DPS wise but also in terms of CC, sustain and survivability. Here is a small point form recap of my observations. Note that I mostly use Stam templar vs Magika templar for my examples only because it is the class I know best.
1- Stats distribution
Magika users will only raise two stats : Magika and Health. Stam build requires you to at least get 1500 magika, if not to softcap it. Otherwise, it will hurt the build as you need those magika abilities for survivability, sustain, CC and to boost DPS. Therefore where do stam users cut? Health. A huge blow to your survivability.
2- Blocking mechanics
In PvP in general, especially in 1v1 situations, I have observed that ALL Magika users (unless they are unskilled or clueless) will be blocking 80% of the time while casting magika abilities. This not only reduces the incoming damage but also makes them immune to CC (which completely counter a dual wield build based on extra damage on CCed targets) the other 20% of the time where they will not block is if they have immovable on or run out of stamina. But note that stamina starvation can be dealth with by two effective ways : 1) Bash/Block stam cost reduction on jewelry, 2) High stam regen/Pots. The saddest part is that even with 2000 stam, I cannot outblock a magika user with 1200 stam, because I actually use the stamina to do damage and to survive. Also note that many, many Magika build in 1v1 duels involves the use of 1handed and shield in order to abuse the blocking mechanic.
3-Ultimates
We seriously lack of good ultimates for stamina users. Right now the only option we have is Flawless Dawnbreaker, because the 13% increased damage is simply a must. Its not even an option to replace it. Since Magika build have to much survivability, you need that extra edge to kill one. Of course, you could run another more damaging ult on your second bar, like Soul Assault for example. But if you do, the decreased damage you will deal on that bar will be noticable. As of magika users, most of the ults are more adapted to their gameplay.
4- General utilities of skills
In general, stam skills lack of GOOD general utility. Here I am talking about Healing, Damage Shields, Healing Reduction to name a few. Sure, some abilities will give some utility like for example Brawler will give a nice damage shield. But it will never compete with the general utility of a Blazing Shield. The only honourable mentions I have here towards stamina build is Executionner (2 hander) and Lethal Arrow. 50% heal reduction makes it extremely easier to snipe down targets that get healed. BUT the difference with a Magika templar that uses Dark flare + Power of the Light combo is that if I get attacked by a melee character at close range, my survivability rate is pretty close to zero, while the on the other hand, the magika templar will have an array of abilities to survive the assault. Same could be said with a Sorc that would just blink away for instance. In other words, I've seen them survive for a *** long time while being ganked, even by multiple attackers. As for me, I can't afford the mistake to get caught in such manner.
5- Spammable abilities
Stamina users simply cannot spam their abilities. Stam is too precious to be wasted. You must dodge, block, sprint in order to stay alive. Same cannot be said with magika, as I often see in 1v1 fights a NB spam Swallow Soul, A templar spam Biting Jabs, A DK spam Molten Whip, A Sorc spam Blink/Cristal Shards (all that while blocking, see point number 2). I guess that a lot of them use sets bonuses like the Warlock or Seducer that makes magika management so much more effective. Sad to see that stam users dont have a good counterpart except Stam Regen or Stam Cost Reduction.
6- Resto Staff
Every single person I duel uses a resto staff. Right now its pretty much unbeatable. The Magika regen you get from the heavy attack gives enough to Magika users to increase their DPS, Survive almost indefinitly, Give them time to build enough Ult to melt you with a DK banner or a Soul Assault. Some might say : but you can interrupt a resto staff heavy attack or CC it. To that my answer is : true, unless they use Immovable, which not only makes them immune to CC but also adds 1000+ armor and spell resist. Then the only thing the stam user can do is hit and hope for big crits.
To conclude I hope the new sets in 1.3 will change it for the best even though I have little hope to be honest as I feel buffs to crits% will be countered in PvP by the use of Impenetrable traits on small peices and that due to softcaps, Weapon Damage bonuses wont be as effective as anticipated. But at least its a step in the right direction and I welcome those changes with open arms as it might give the a small edge to make myself a little more competitive.
Shaun98ca2 wrote: »2. Blocking mechanics are simply bad in this game in general since you can just hold block and cast.
5. Spammable abilities....... Yes the abilities are anti-spam but with good use of Light/Heavy Attacks that's really a non issue. I personally like the FEEL of Stamina builds currently versus the FEEL of Magicka builds.
7. Restro Staff is OP for anything other than healer. The Magicka gain was really meant for healers but it turns out it works even better for DPSers.
In Rift they have Melee produce higher DPS than Ranged builds as Ranged builds have an innate advantage to damage which is range. Melee having such a small range and disconnect issues makes up for the higher DPS.
IMO very reasonable. And synergises with lore perfectly.Daethz wrote:Blocking Idea: Staffs should use a Magical Block that depletes Magicka, have a magical shield bubble pop up on the center of your staff while blocking.
Otherwise your measly wooden staff would snap in half from the first blade.
AshySamurai wrote: »- Firstly - about armor bonuses. Some offers that bonuses useable with 5 pieces. That is fantastic. Remember "play as you want"? So TBH I dont think ZOS will betray this slogan (some can say that ZOS already did it). So what if someone whant to play 2 light + 2 medium + 3 heavy? No bonuses at all? Or a little bonuses from every skill line?
It is already the case. If you are a Magicka User, you slot at least 5 Light Armor, if you are a Stamina User, you slot at least 5 Medium Armor. The only Armor that is currently "broken" is Heavy Armor, cause you can not DPS with it and a Light Armor Tank with Unstoppable can do better than a Heavy Armor wearer.BTW if ZOS do what you offer, at the same moment starts a waves of complaining that ZOS force all to prefer one type of armor and not combine. So about all this in a few words - NO, that will never happen.
Currently in PvE, a Staff DD does around 1.400 DPS and a Dual Weapon User around 900 DPS. 2Handers and Bows are even worse with around 600-700 DPS.- Thirdly - about damage. Because we all uses swords and bows for stamina build we want that weapon do max damage, but think if swords, daggers and other melee stuff starts to take more damage, than staff - who will use staffs? All start running with swords. And now you are able to create some sort DD Tank. Is it that you want?
AshySamurai wrote: »- Firstly - about armor bonuses. Some offers that bonuses useable with 5 pieces. That is fantastic. Remember "play as you want"?
madangrypally wrote: »
Solution is this:
Change how abilities scale based on either Max Magicka or Max Stamina based on whichever one is highest.
Yep. I know about 5 piece armor passive. But this is the only one. I thought you all are talking about to make all passives 5 piece armor. And now, after you words, you know, maybe you're right. ZOS should make armor active skills for 5 piece or maybe some penalties if you less then 5 piece. Like if you wear 2 heavy, you get 20 or 40% of max skill bonus. It's pretty fair IMO.You do know, that this is already the case? There are already Passive Skills that only take effect if you wear 5 piece armor or if you Slot a Skill from a specific Line. You can not use any Dual Wield Skills with 1Hand and Shild eather.
And, you can always play as you want, they never said, that every playstyle will be competitive. If you want f.e. an active Skill form Armor than you should wear 5 of it. If you don't want it, than you will not have access to this skill. It is not like everyone is currently using Unstoppable but, what can not be, is that some one takes 7 piece Light Armor, slot the Skill Unstoppable and is tough like a Heavy Armor Tank.
Because you cant wield 1H+S and dual wield in the same time. You have only 2 arms))) (but if you was a Goro that would be possible )You can not use any Dual Wield Skills with 1Hand and Shild eather.
I saw this numbers somewhere here.Currently in PvE, a Staff DD does around 1.400 DPS and a Dual Weapon User around 900 DPS. 2Handers and Bows are even worse with around 600-700 DPS.
madangrypally wrote: »
Solution is this:
Change how abilities scale based on either Max Magicka or Max Stamina based on whichever one is highest.
IE: I play the Stamina duel wielding Nightblade and have 2500 Stamina but only 1200 Max Magicka. I use ambush and it still cost Max Magicka but instead of the damage scaling off of Max Magicka it now scales off of Max Stamina.
Same for Ultimate's. Make them scale off of whichever stat is higher.
While they are at it they can redo the class abilities that work off of weapon crit to also scale off of weapon damage. IE: Biting Jabs, Flame Lash, and Ambush all work off of weapon crit but scales off of spell damage. This hurts melee builds because the item sets normally come with weapon crit, weapon damage, stamina, and are medium armor. So to build a weapon crit melee build a player will be wasting set bonuses.
Quoting this for extra effectiveness. This solution would go a long way to help stamina builds. I also think they need to increase the Medium Armor trait "Athletics" to like 5% per peice for a total of 35% reduce cost of Dodge, but also add CC break to it. This would give Stamina builds an option and decrease the double dipping of the Stamina pool without having to resort to massive changes (creating a 3rd resource for example).
Xnemesis wrote:Make the armor active abilities require 5 pieces of that type. Oh the tears will flow but its a needed change.
AshySamurai wrote:... or maybe some penalties if you less then 5 piece. Like if you wear 2 heavy, you get 20 or 40% of max skill bonus. It's pretty fair IMO.
Stamina DMG in PvP isn't that big of an issue. You can do fine there. But in PvE it is currently Gamebreaking if TOP DDs with Light Armor an Magicka Skill deal around 1.400 DPS and Medium Armor, Stamina Skills around 900 DPS.
We are not taking about making Melee way stronger than Range Nuker, we are talking about Balance. No one would cry out if Melee DPS would be 100-200 DPS lower or better than Magicka, because there are always flaws depending on Player Skill and Boss Mechanics. But currently we are taking about a gap of 500-800 DPS between Magicka and Stamina Builds.