demonlkojipub19_ESO wrote: »Not looking forward to Joes planned class skill changes at all, not with the way he put it.
I don't think all class skills should cost magicka. They never should have. But they plan to ensure it stays that way and make some of them worse off for stamina builds to use, all while not adding any more normal-use stamina based abilities to balance it out.
guybrushtb16_ESO wrote: »demonlkojipub19_ESO wrote: »Not looking forward to Joes planned class skill changes at all, not with the way he put it.
I don't think all class skills should cost magicka. They never should have. But they plan to ensure it stays that way and make some of them worse off for stamina builds to use, all while not adding any more normal-use stamina based abilities to balance it out.
Where are you getting this info? AFAIK the plan is still to give us stamina morphs at some point. Of course this also shoud have been there from the start, but especially with this in mind, disentangling the horribley unintuitive stat system is especially neccessary.
ZOS_JoeBlackburn wrote: »Hey Guys,
Qhival's post is super informative, and hopefully we can help clear up a little more of the critical strike info for you. Currently critical strikes are based on the defense that an ability checks when it goes off.
So when you use an ability like Uppercut, it checks against the target's Armor when it does damage. This means it has a Critical Strike chance based off of your Weapon Critical stat.
If you are using an ability like Crystal Shards that checks against the target's Spell Resistance when it does damage, it will base its Critical Strike chance off of your Spell Critical stat.
For Update 6 we are making a huge effort to make sure that everything that costs Magicka scales in damage based off your Max Magicka and Spell Damage, and uses Spell Critical as its Critical Strike Chance. Similarly, all abilities that cost Stamina will scale in damage based off your Max Stamina and Weapon Damage, and use Weapon Critical as their Critical Strike Chance.
We know that currently it’s a little confusing to determine what stats modify your abilities when you put them on your bar, and we are working to make sure it will be very obvious in the future.
demonlkojipub19_ESO wrote: »guybrushtb16_ESO wrote: »demonlkojipub19_ESO wrote: »Not looking forward to Joes planned class skill changes at all, not with the way he put it.
I don't think all class skills should cost magicka. They never should have. But they plan to ensure it stays that way and make some of them worse off for stamina builds to use, all while not adding any more normal-use stamina based abilities to balance it out.
Where are you getting this info? AFAIK the plan is still to give us stamina morphs at some point. Of course this also shoud have been there from the start, but especially with this in mind, disentangling the horribley unintuitive stat system is especially neccessary.
Here:ZOS_JoeBlackburn wrote: »Hey Guys,
Qhival's post is super informative, and hopefully we can help clear up a little more of the critical strike info for you. Currently critical strikes are based on the defense that an ability checks when it goes off.
So when you use an ability like Uppercut, it checks against the target's Armor when it does damage. This means it has a Critical Strike chance based off of your Weapon Critical stat.
If you are using an ability like Crystal Shards that checks against the target's Spell Resistance when it does damage, it will base its Critical Strike chance off of your Spell Critical stat.
For Update 6 we are making a huge effort to make sure that everything that costs Magicka scales in damage based off your Max Magicka and Spell Damage, and uses Spell Critical as its Critical Strike Chance. Similarly, all abilities that cost Stamina will scale in damage based off your Max Stamina and Weapon Damage, and use Weapon Critical as their Critical Strike Chance.
We know that currently it’s a little confusing to determine what stats modify your abilities when you put them on your bar, and we are working to make sure it will be very obvious in the future.
Its hard to keep track of some of these guys because he is one of them that don't show up on the dev tracker.
And there needs to be new skills, not just new morphs. Just adding morphs means the same number of skills, too few in the stamina department.
Mettaricana wrote: »what is this stamina morph you speak of exactly?
guybrushtb16_ESO wrote: »demonlkojipub19_ESO wrote: »guybrushtb16_ESO wrote: »demonlkojipub19_ESO wrote: »Not looking forward to Joes planned class skill changes at all, not with the way he put it.
I don't think all class skills should cost magicka. They never should have. But they plan to ensure it stays that way and make some of them worse off for stamina builds to use, all while not adding any more normal-use stamina based abilities to balance it out.
Where are you getting this info? AFAIK the plan is still to give us stamina morphs at some point. Of course this also shoud have been there from the start, but especially with this in mind, disentangling the horribley unintuitive stat system is especially neccessary.
Here:ZOS_JoeBlackburn wrote: »Hey Guys,
Qhival's post is super informative, and hopefully we can help clear up a little more of the critical strike info for you. Currently critical strikes are based on the defense that an ability checks when it goes off.
So when you use an ability like Uppercut, it checks against the target's Armor when it does damage. This means it has a Critical Strike chance based off of your Weapon Critical stat.
If you are using an ability like Crystal Shards that checks against the target's Spell Resistance when it does damage, it will base its Critical Strike chance off of your Spell Critical stat.
For Update 6 we are making a huge effort to make sure that everything that costs Magicka scales in damage based off your Max Magicka and Spell Damage, and uses Spell Critical as its Critical Strike Chance. Similarly, all abilities that cost Stamina will scale in damage based off your Max Stamina and Weapon Damage, and use Weapon Critical as their Critical Strike Chance.
We know that currently it’s a little confusing to determine what stats modify your abilities when you put them on your bar, and we are working to make sure it will be very obvious in the future.
Its hard to keep track of some of these guys because he is one of them that don't show up on the dev tracker.
And there needs to be new skills, not just new morphs. Just adding morphs means the same number of skills, too few in the stamina department.
I know that quote, and according to what they said on the guild summit, stamina morphs as one solution are still on the table. Those things aren't mutually exclusive, and personally I think what they proposed here makes a lot more sense then having lava whip scale with weapon damage and magicka for instance.
demonlkojipub19_ESO wrote: »guybrushtb16_ESO wrote: »demonlkojipub19_ESO wrote: »guybrushtb16_ESO wrote: »demonlkojipub19_ESO wrote: »Not looking forward to Joes planned class skill changes at all, not with the way he put it.
I don't think all class skills should cost magicka. They never should have. But they plan to ensure it stays that way and make some of them worse off for stamina builds to use, all while not adding any more normal-use stamina based abilities to balance it out.
Where are you getting this info? AFAIK the plan is still to give us stamina morphs at some point. Of course this also shoud have been there from the start, but especially with this in mind, disentangling the horribley unintuitive stat system is especially neccessary.
Here:ZOS_JoeBlackburn wrote: »Hey Guys,
Qhival's post is super informative, and hopefully we can help clear up a little more of the critical strike info for you. Currently critical strikes are based on the defense that an ability checks when it goes off.
So when you use an ability like Uppercut, it checks against the target's Armor when it does damage. This means it has a Critical Strike chance based off of your Weapon Critical stat.
If you are using an ability like Crystal Shards that checks against the target's Spell Resistance when it does damage, it will base its Critical Strike chance off of your Spell Critical stat.
For Update 6 we are making a huge effort to make sure that everything that costs Magicka scales in damage based off your Max Magicka and Spell Damage, and uses Spell Critical as its Critical Strike Chance. Similarly, all abilities that cost Stamina will scale in damage based off your Max Stamina and Weapon Damage, and use Weapon Critical as their Critical Strike Chance.
We know that currently it’s a little confusing to determine what stats modify your abilities when you put them on your bar, and we are working to make sure it will be very obvious in the future.
Its hard to keep track of some of these guys because he is one of them that don't show up on the dev tracker.
And there needs to be new skills, not just new morphs. Just adding morphs means the same number of skills, too few in the stamina department.
I know that quote, and according to what they said on the guild summit, stamina morphs as one solution are still on the table. Those things aren't mutually exclusive, and personally I think what they proposed here makes a lot more sense then having lava whip scale with weapon damage and magicka for instance.
Well if you know about it then why are you asking where I got the info from....?
Morphs aren't the solution. If thats what they will go with then it will be fail. I also said that lava whip and various other class skills that are practically melee should cost stamina, scale with stamina and weapon damage and use weapon crit instead of every single class skill catering to mages.
If they want to make every class skill a mage skill, then they will need more non-class stamina skills than they have now. not morphs, skills. There is only 5 skills per weapon line and they are locked to the weapon, while classes have 15 skills and can be used with any weapon. Undaunted is also all magicka as well as Mages guild and both of those are actually useful, meanwhile fighters guild is only useful vs the abominations. That leaves just weapons, and theres no diversity in the weapon lines as they are. Adding a new morph to each one will still mean 5 skills in each weapon line. No change.
So. They need new stamina skills one way or the other.
demonlkojipub19_ESO wrote: »guybrushtb16_ESO wrote: »demonlkojipub19_ESO wrote: »Not looking forward to Joes planned class skill changes at all, not with the way he put it.
I don't think all class skills should cost magicka. They never should have. But they plan to ensure it stays that way and make some of them worse off for stamina builds to use, all while not adding any more normal-use stamina based abilities to balance it out.
Where are you getting this info? AFAIK the plan is still to give us stamina morphs at some point. Of course this also shoud have been there from the start, but especially with this in mind, disentangling the horribley unintuitive stat system is especially neccessary.
Here:ZOS_JoeBlackburn wrote: »Hey Guys,
Qhival's post is super informative, and hopefully we can help clear up a little more of the critical strike info for you. Currently critical strikes are based on the defense that an ability checks when it goes off.
So when you use an ability like Uppercut, it checks against the target's Armor when it does damage. This means it has a Critical Strike chance based off of your Weapon Critical stat.
If you are using an ability like Crystal Shards that checks against the target's Spell Resistance when it does damage, it will base its Critical Strike chance off of your Spell Critical stat.
For Update 6 we are making a huge effort to make sure that everything that costs Magicka scales in damage based off your Max Magicka and Spell Damage, and uses Spell Critical as its Critical Strike Chance. Similarly, all abilities that cost Stamina will scale in damage based off your Max Stamina and Weapon Damage, and use Weapon Critical as their Critical Strike Chance.
We know that currently it’s a little confusing to determine what stats modify your abilities when you put them on your bar, and we are working to make sure it will be very obvious in the future.
Its hard to keep track of some of these guys because he is one of them that don't show up on the dev tracker.
And there needs to be new skills, not just new morphs. Just adding morphs means the same number of skills, too few in the stamina department.
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demonlkojipub19_ESO wrote: »
Well if you know about it then why are you asking where I got the info from....?
Morphs aren't the solution. If thats what they will go with then it will be fail. I also said that lava whip and various other class skills that are practically melee should cost stamina, scale with stamina and weapon damage and use weapon crit instead of every single class skill catering to mages.
If they want to make every class skill a mage skill, then they will need more non-class stamina skills than they have now. not morphs, skills. There is only 5 skills per weapon line and they are locked to the weapon, while classes have 15 skills and can be used with any weapon. Undaunted is also all magicka as well as Mages guild and both of those are actually useful, meanwhile fighters guild is only useful vs the abominations. That leaves just weapons, and theres no diversity in the weapon lines as they are. Adding a new morph to each one will still mean 5 skills in each weapon line. No change.
So. They need new stamina skills one way or the other.