If all melee skills are to be based on Stamina should all ranged weapon skills then cost magicka, scale with magicka and spell damage and use spell crit?demonlkojipub19_ESO wrote: »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
vladimilianoub17_ESO1 wrote: »
I agree that there should be equal amount of magika and stamina skills per class.
I think you're mixing apples with androids here.demonlkojipub19_ESO wrote: »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.
I personally find the Figher Guild abilities/passives more useful but think I will save the debate comparing their usefulness for another time. I do however feel that they seem unbalanced in terms of Magicka vs. Stamina.demonlkojipub19_ESO wrote: »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.
Stalwart385 wrote: »I think the solution to stamina being dual dependent is as simple as raising the stam regen cap. It should have the ability to be higher than magika regen. The simple fact that stamina is used in multiple ways means you should be able to get it back quicker. I was very surprised when I saw that the stam regen softcap is LOWER than magicka regen. How does that make any sense?
Stam regen in general should also come at an increased rate from enchantments and skills (especially when caps are gone). Something like 10-25% more than magicka regen at equal level and quality. Just raising the soft cap would be fair enough for now.
As far as availability of stamina skills, weapon lines could easily add one more skill. Classes give you 15, weapons only give you 10. Plus weapons do not have ults available.
Spell crafting is a thing of a distant future. Expect it next year. They will first give us Imperial City and Champion system.
Nightreaver wrote: »If all melee skills are to be based on Stamina should all ranged weapon skills then cost magicka, scale with magicka and spell damage and use spell crit?demonlkojipub19_ESO wrote: »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 critvladimilianoub17_ESO1 wrote: »
I agree that there should be equal amount of magika and stamina skills per class.
So should there also then be an equal amount of magicka and stamina skills per weapon?I think you're mixing apples with androids here.demonlkojipub19_ESO wrote: »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.
True, weapons skills are locked to a specific weapon... just as class skills are locked to a specific class.
True, class skills can be used with any weapon... just as weapon skills can be used with any class.
Every character has access to 3 class skill lines and 6 weapon skill lines.
Every level 15 character and above can have up 10 active abilities to choose from between class and weapon skills. They can be 10 class abilities or 10 weapon abilities or a mix of both.
Every character can mix/match more class abilities (15) but only has 3 sets of 5 to choose from.
Every character can only mix/match 10 weapon abilities but has 6 sets of 5 to choose from.
The disadvantage of weapon abilities is that they must be placed on their own bar.
The disadvantage of class abilities is that some require two slots.I personally find the Figher Guild abilities/passives more useful but think I will save the debate comparing their usefulness for another time. I do however feel that they seem unbalanced in terms of Magicka vs. Stamina.demonlkojipub19_ESO wrote: »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.
Mage guild = Magicka
Fighter guild = Stamina
Undaunted = I feel these should have been a mix to maintain balance. Couple of those just seem better fitted for Stamina.
Well you're getting closer.demonlkojipub19_ESO wrote: »It doesn't matter that class skills are locked to the class. Its 15 skills and I said 15 skills. Thats still 15 skills that can be used by that class with any weapon, while the weapon gets 5. You switch to a different class you will still have 15 skills that are all magicka that can be used with any weapon, and then 5 stamina from the weapon.
It also doesn't mean that just because you personally don't find them as useful that they aren't.demonlkojipub19_ESO wrote: »Im glad you find fighters guild skills useful. That doesn't mean they are good compared to everything else.
True, they are only really effective against Undead, Daedra, Vampires and Werewolves....which make up almost everything in the game.demonlkojipub19_ESO wrote: ». They didn't make them for standard use, they made them for use against aboninations. Their base damages and whatever they do sucks, only when hitting a vampire/ww/daedra do you get the full effect of those skills.
Well you do have me curious now as to how many Fighter, Mage and Undaunted abilities you normally keep up on your active bars. Enlighten me, which abilities do you normally have up?demonlkojipub19_ESO wrote: ». thats what makes undaunted and mage guild skills greater than them.
killedbyping wrote: »I dont see why they would release Update 6 so soon.
Most of the players didnt even reach max rank with undaunted bcoz they wasnt backcredited for achivements.
Most of players did not yet looted Undaundet 2 items sets they wanted due to poor drop rates and randomness of armor type (light/medium/heavy) and traits.
Vast majority are not even close to acquiring new sets from Sanctum.
There are alot of things to do.
Nightreaver wrote: »Well you're getting closer.demonlkojipub19_ESO wrote: »It doesn't matter that class skills are locked to the class. Its 15 skills and I said 15 skills. Thats still 15 skills that can be used by that class with any weapon, while the weapon gets 5. You switch to a different class you will still have 15 skills that are all magicka that can be used with any weapon, and then 5 stamina from the weapon.
Each character has 3 class trees to choose from for a total of 15 class abilities.
Each level 15 character and above has 2 weapon trees to choose from for a total of 10 weapon abilities.
Each character can have 10 active abilities which can be 10 class abilities, 10 weapon abilities or a combination of both.
Max active class abilities = 10
Max active weapon abilities = 10
And having more does not mean better. I would much rather have 10 abilities that I find useful than 15 that aren't.It also doesn't mean that just because you personally don't find them as useful that they aren't.demonlkojipub19_ESO wrote: »Im glad you find fighters guild skills useful. That doesn't mean they are good compared to everything else.
My personal feeling is that:
Fighter guild abilities should focus on Stamina builds
Mage guild should focus on Magicka builds
Undaunted should be a mixture of both.
If you are unhappy with the Fighter guild abilities then you might consider making suggestions on how to improve that selection to make them better.True, they are only really effective against Undead, Daedra, Vampires and Werewolves....which make up almost everything in the game.demonlkojipub19_ESO wrote: ». They didn't make them for standard use, they made them for use against aboninations. Their base damages and whatever they do sucks, only when hitting a vampire/ww/daedra do you get the full effect of those skills.Well you do have me curious now as to how many Fighter, Mage and Undaunted abilities you normally keep up on your active bars. Enlighten me, which abilities do you normally have up?demonlkojipub19_ESO wrote: ». thats what makes undaunted and mage guild skills greater than them.
If you want more skills to choose from then why would you choose to use only one weapon when two are available which would double your choices? That would be like using only one class skill line and complaining that there isn't enough choices.demonlkojipub19_ESO wrote: »How many you have to choose from, means a lot more. What you can do with 1 weapon type is far less than what you can do with the array of magicka skills avaliable.
1) Yes, you would have to use more than 1 weapon skill tree to have access to more than 5 abilities just as you would have to use more than one class skill tree to have access to more than 5 abilities.demonlkojipub19_ESO wrote: »
You'd have to use more than 1 weapon type with stamina, but not with magicka. 2 weapon types still is 10 less options than magicka, 15 if you dont fancy yourself a vampire hunter..
I would have no problem at all if they made all DK and NB class skills based on Stamina instead of Magicka. Templars and Sorcerers can already go full Magicka with class and weapons skills, I see no reason why DKs and NBs shouldn't be able to go full Stamina with class and weapon skills.demonlkojipub19_ESO wrote: »With the changes they plan on making to every skill, it will greatly reduce the usefullness of magical attacks currently usefull to weapon/stamina builds such as lava whip. It will use spell crit and imo it would make a better stamina skill. Now its going to be completely a mage skill. Where is the stamina equivilant of it? How about teleport strike, the only gap closer that can sneak crit w/o needing to time it - gonna be a mage skill soon.
You want choice?demonlkojipub19_ESO wrote: »Tldr what stamina lacks is the ability to really chose what they are going to have on thier bar. 1 weapon can only get 5 and 5 only. 15 class skill gives some choice and diversity.
I want some of the class abilties to cost stamina. it would provide some balance to this balanceless game(wordsmithing!:D)
Imperial city will be a nice addiiton to Cyrodill.... hopefully it wont be dominated by lagblobs.
Mettaricana wrote: »I want some of the class abilties to cost stamina. it would provide some balance to this balanceless game(wordsmithing!:D)
Imperial city will be a nice addiiton to Cyrodill.... hopefully it wont be dominated by lagblobs.
i really want this but at same time alot of the skills no matter how we look at them would require magika to do. i dont see me growing magma spikes or generating whips of lava from sheer stamina and will power. or conjuring a spear of light and impaling an enemy from 30 feet away with a finisher or anything. lol but i do hope for more weapon and stamina skills
LonePirate wrote: »I am guessing Thursday's PTS maintenance is just to bring it up to date with 1.5.6 which is on the live server but not on the PTS.
Please prove me wrong, ZOS, by upgrading it in full to 1.6!