CapuchinSeven wrote: »trimsic_ESO wrote: »Everything else is super meh without separating the resource cost of stamina abilities and standard survival.
I really don't agree with these views and really doesn't bring anything to the table, in full 7 medium with 1800-2000 stamina my bar barely moves when I move in stealth or when I run and I can get around 9 maybe 10 dodge rolls from a full stamina bar, in my light armour even when I'm using all my attacks from magicka I still end up stamina starved and can barley manage 2-3 dodge rolls.
Fact is in PVP at least, outside of blobbed impulse spam (which is an issue with blobbing not with armour, it would be just as bad if they all did it in heavy armour really) hybrid builds are much stronger and once you're used to it, stamina management isn't an issue.
Note, before we get yet another lame strawman argument, I'm not saying I can't run out of stamina and die but that's what my smaller magic pool is for, and I can spend it all on Dark Cloak, besides my magic PVP build can run out of magic as well and I get little to no dodges out of that build even when all my stamina is saved for them and with all my magic used for attack I can often have little left for Dark Cloak.
Hell when I feel like being really cocky I can throw on a Warlock hood, shoulders and jewels on my stamina build and get a ton of extra Dark Cloaks out of it. Point is, my stamina build is just as survivable, maybe even more so than my magic build when played correctly.
I think people should stop trying to play stamina builds like they play their magic builds, that would be a good start.
>>>In PVE raids (**OR ANY PvE**) NEED ACCESS TO MORE STAM REGEN NOW!!**
the issue is mainly one of magic builds being able to never run out of magicka thanks to converting health to magicka and then getting healed.
Also, classes and the theme park feel to things seem to come late in the development, it was almost like they had it dropped on them by the suits but you just can't get away from the game is a class game right now and you've got to make a build (stamina or magic) with that in mind.
Hopefully this will change somewhat with spell crafting.khele23eb17_ESO wrote: »
You need to read what youre replying to.
Yes I see sorry, was only a passing comment though, I'm pretty sure you've likely misread something before.
CapuchinSeven wrote: »The way some tell it anyone using just magic has this huuuge stash of stamina to just use for dodging all day and it just doesn't work that way in practice when you're in light armour. Magic builds have to rely on their magic pool for defense AND attack with skills like Dark Cloak, Heals and Bolt Escape, just the same way stamina builds have to rely on their stamina pool being used for defense and attack.
Adding in a dodge bar really isn't going to fix the problem and I really am not keen on it as an idea myself.
I really have to just throw a big ol' +1 onto this. People need to get used to the fact that "pure" builds will always be sub-par. Can't be competitive when you ignore a resource. And adding a third bar/combining mag+stam are cop-out moves. This can be fixed without sacrificing diversity.
That said, I can't help but laugh that I've shattered your arguments so much that you've now stopped even responding to me. Sorry, couldn't resist.
demonlkojipub19_ESO wrote: »Adding in a different resource bar for dodge, block, etc is ONE of the fixes needed, not the fix. I simply see it as one of the biggest balance flaws.
Rune_Relic wrote: »I really have to just throw a big ol' +1 onto this. People need to get used to the fact that "pure" builds will always be sub-par. Can't be competitive when you ignore a resource. And adding a third bar/combining mag+stam are cop-out moves. This can be fixed without sacrificing diversity.
fail 4 - cant be competitive if you ignore a resource.
errrmmm... the whole point of specialising your character is to sacrifice some attribute while increasing others ?
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
trimsic_ESO wrote: »demonlkojipub19_ESO wrote: »Adding in a different resource bar for dodge, block, etc is ONE of the fixes needed, not the fix. I simply see it as one of the biggest balance flaws.
That would be just great.
CapuchinSeven wrote: »trimsic_ESO wrote: »demonlkojipub19_ESO wrote: »Adding in a different resource bar for dodge, block, etc is ONE of the fixes needed, not the fix. I simply see it as one of the biggest balance flaws.
That would be just great.
My stamina build gets only a few Dark Cloaks but a lot of dodges.
My magic build gets a lot of Dark Cloaks but only a few dodges.
Rune_Relic wrote: »I really have to just throw a big ol' +1 onto this. People need to get used to the fact that "pure" builds will always be sub-par. Can't be competitive when you ignore a resource. And adding a third bar/combining mag+stam are cop-out moves. This can be fixed without sacrificing diversity.
fail 4 - cant be competitive if you ignore a resource.
errrmmm... the whole point of specialising your character is to sacrifice some attribute while increasing others ?
Lol, that's nice. No matter how many times you use the word 'fail' though, it still isn't adding any legitimacy to your argument.
Yes, surprisingly I get the basic idea behind stat and point allocation. However, even if you dumped every point, stat and gear bonus into stamina, you'd still have your basic magicka pool. That doesn't go away, and in fact increases all on its own when you level up. If you then fill your bar with stamina skills, that magicka bar is still going to be sat there unused, and thus, wasted. Wasted capacity makes you uncompetitive.
Maybe I can make it even clearer? Player A creates a stamina build and fills his bar with stam skills, as above. Let's say for argument's sake one of those is Silver Bolts. Player B has the same build, but swaps Bolts out for a ranged class skill (just to use the example that we've been bickering over for so long). Even assuming that the two skills are comparable, Player B is superior because once both have wiped their stam bar, he will still be able to fire off two or three spells.
Make sense?
CapuchinSeven wrote: »trimsic_ESO wrote: »demonlkojipub19_ESO wrote: »Adding in a different resource bar for dodge, block, etc is ONE of the fixes needed, not the fix. I simply see it as one of the biggest balance flaws.
That would be just great.
My stamina build gets only a few Dark Cloaks but a lot of dodges.
My magic build gets a lot of Dark Cloaks but only a few dodges.
This, This, 1000x times. There are many who keep ignoring this. My Magicka Build could cloak 7-8 times and dodge maybe 2. My Stamina build can cloak 2 times and dodge about 8. Honestly, I've had cloak off my bar for the last 2 weeks and my survivability have increased (pretty sad huh, it's THAT unreliable).
In a PvP setting, stamina builds are 100% on par, if not better in some cases than Magicka builds. It's the extremely poor dps mechanics in Trials which is the source of all the problems. Instead of making Trials skill based, they used a cop-out difficulty and make them mostly dps checks. Yes, there are some mechanics but in the end, you stack up and burn the boss down. The question and problem becomes, how do you make Stamina viable for endgame PvE without destroying PvP in the process?
So, going by what you're stressing here, why can the destruction staff line do everything by itself? It's got single target damage, aoe damage, status effects, debuffing, and control all in one.
Compare any weapon line to the destruction staff line and it will come up short. That's a problem, and you cant explain it away.
trimsic_ESO wrote: »If stamina builds were on par with magicka builds, then:
- why most people equip a light armor and a destruction staff in Cyrodiil?
Rune_Relic wrote: »CapuchinSeven wrote: »trimsic_ESO wrote: »demonlkojipub19_ESO wrote: »Adding in a different resource bar for dodge, block, etc is ONE of the fixes needed, not the fix. I simply see it as one of the biggest balance flaws.
That would be just great.
My stamina build gets only a few Dark Cloaks but a lot of dodges.
My magic build gets a lot of Dark Cloaks but only a few dodges.
This, This, 1000x times. There are many who keep ignoring this. My Magicka Build could cloak 7-8 times and dodge maybe 2. My Stamina build can cloak 2 times and dodge about 8. Honestly, I've had cloak off my bar for the last 2 weeks and my survivability have increased (pretty sad huh, it's THAT unreliable).
In a PvP setting, stamina builds are 100% on par, if not better in some cases than Magicka builds. It's the extremely poor dps mechanics in Trials which is the source of all the problems. Instead of making Trials skill based, they used a cop-out difficulty and make them mostly dps checks. Yes, there are some mechanics but in the end, you stack up and burn the boss down. The question and problem becomes, how do you make Stamina viable for endgame PvE without destroying PvP in the process?
The problem though is you can keep replenishing your magicka.
You cant replenish your stamina in anything like the same way.
That's without ultimates...is there any melee ultimates ?
The only ultimates are class and 1x fighters guild.
Should I be proud I have got where I am never using an ultimate ?
Should I be dismayed I dont really have an ultimate to use ?
trimsic_ESO wrote: »@Jaxom
Unfortunately it's not possible to dual a team mate so as to get exact numbers about what is the best build for instance.
However, we can roam in Cyrodiil, and get some experience about 1v1 combat. And my experience is as follows:
- Magicka DK vs Stamina DK: most of the time the Magicka DK wins
- Magicka Sorc vs Stamina Sorc: hum not realistic for obvious reasons
- Etc...
When you state that Stamina builds are on par with Magicka builds in PvP, you are very far from the reality.
CapuchinSeven wrote: »My stamina build gets only a few Dark Cloaks but a lot of dodges.
My magic build gets a lot of Dark Cloaks but only a few dodges.
To me, the solution would be simple:
Make every spell and every weapon use the same resource
Tada.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
Part of the "only sticks and dresses work" mentality is left-over sentiment from when vet zones were much harder, and before any of the stamina build balancing changes were put into effect
trimsic_ESO wrote: »@Jaxom
Unfortunately it's not possible to dual a team mate so as to get exact numbers about what is the best build for instance.
However, we can roam in Cyrodiil, and get some experience about 1v1 combat. And my experience is as follows:
- Magicka DK vs Stamina DK: most of the time the Magicka DK wins
- Magicka Sorc vs Stamina Sorc: hum not realistic for obvious reasons
- Etc...
When you state that Stamina builds are on par with Magicka builds in PvP, you are very far from the reality.
I typically run in a group of 3 and we are all stamina based. I assure you, we do fine. My flying blade hits for 600 non-crit and Blinding Flurry hits for about 950 over the 1.3s cast time. I've seen flying blade crit from stealth for 1200+ and it's spammable with a low stamina cost. I'm a NB so this is from my perspective.
My Lethal Arrow hits for 1500+ every time from stealth upwards to 2000 depending on the target. Poison Arrow for 500 with a 180 stamina cost. these are just some examples of what stamina based skills can do in PvP. I'm not saying what I do will work for Trials. because it won't. In PvP, stamina builds are fine if you know what you are doing and it is very much a reality. Just because you don't know anyone who can make it work doesn't mean it doesn't.
To me, the solution would be simple:
Make every spell and every weapon use the same resource
Tada.
Again with the homogeneity argument. Believe it or not, that idea has come up. Repeatedly. Yes, an asymmetrical system has its flaws, but there's no point in options if they're all the same thing. This can be fixed without gutting the system of all that makes it unique.
Again with the homogeneity argument. Believe it or not, that idea has come up. Repeatedly. Yes, an asymmetrical system has its flaws, but there's no point in options if they're all the same thing. This can be fixed without gutting the system of all that makes it unique.
This isn't really an option, though, is it? Well, I guess it is on one level, but it's a choice between one resource, which is good, and another resource, which will make you weaker.
A bit like the choice between werewolf and vampire. You can choose one that makes you into a god, and the other that makes you considerably weaker by having it.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
The counter to Vampires is Fighter Guild. With an Ambush + Camoflaged Hunter I can hit a Vampire Player for ~2.000 DMG at once and can fight over 15 seconds with a 20% chance at every attack to deal additional ~400DMG.CapuchinSeven wrote: »Personally I don't really like vampires or wolves giving bonuses outside of fluff in a multiplayer game frankly, it's stupid actually. In a game where you can have all skill lines filled with a single character, why wouldn't you take a tree that gives you the best AOE ultimate in the game, one of the best escapes in the game and a ton of regen? Because of fire damage? I've taken the vamp tree a few times before and the fire damage really wasn't an issue outside of siege with a few resists on. That's why we're playing vampires in cloaks with a staff online.
That said though, why ZOS think it makes sense for all those vampire passives to work all the time and for wolves to get... well, basically nothing is head wrinkling.