@Cathexis:
I didn't say they "agree that I'm playing the correct way". I said they agree with me on what a sorcerer is.
Frankly though, I was just sick of Varicite using that fallacy over and over. Just because ZOS did something to another class once doesn't mean they have to do the exact same thing to this class the next time or that they will or even that they want to at all.
ZOS_GinaBruno wrote: »I know that Soon is trademarked around here and fully understand, but could the amount Soon be quantified in any way? I ask because my play time is limited and so is my in game gold and honestly, I've been waiting on these stamina/tank/healer updates for a couple of months now so that I can finally craft a set of fully pimped out gear. I've been rolling magicka focused ever since 1.6 and I am hesitant to use my gold tempers on any of my gear because I'd much rather play a stamina build and do not want to invest in magicka gear right before changes are introduced that make me want to switch back to a stamina build. There have been quite a few patches since 1.6 went live and quite a few class tweaks in those patches, none of which addressed Sorc in a stamina/tank/healer build. Are we waiting for the next major update for Sorc changes (2.1?) or are these changes something that can be sneaked in during these incremental patches?
I know with the console versions coming out that we won't be getting a major update for quite a while and I'm just wondering if I should expect Sorc stamina/tank/healer changes before or after the next major update?
Hey @Erock25! We're currently planning to have a lot of these Sorcerer changes accompany the next major update, which will be sometime after our console launch. No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options.
We'll continue to use the weekly incremental patches to address any broken abilities or particularly egregious balance issues.
exiledtyrant wrote: »@Cathexis:
I didn't say they "agree that I'm playing the correct way". I said they agree with me on what a sorcerer is.
Frankly though, I was just sick of Varicite using that fallacy over and over. Just because ZOS did something to another class once doesn't mean they have to do the exact same thing to this class the next time or that they will or even that they want to at all.ZOS_GinaBruno wrote: »I know that Soon is trademarked around here and fully understand, but could the amount Soon be quantified in any way? I ask because my play time is limited and so is my in game gold and honestly, I've been waiting on these stamina/tank/healer updates for a couple of months now so that I can finally craft a set of fully pimped out gear. I've been rolling magicka focused ever since 1.6 and I am hesitant to use my gold tempers on any of my gear because I'd much rather play a stamina build and do not want to invest in magicka gear right before changes are introduced that make me want to switch back to a stamina build. There have been quite a few patches since 1.6 went live and quite a few class tweaks in those patches, none of which addressed Sorc in a stamina/tank/healer build. Are we waiting for the next major update for Sorc changes (2.1?) or are these changes something that can be sneaked in during these incremental patches?
I know with the console versions coming out that we won't be getting a major update for quite a while and I'm just wondering if I should expect Sorc stamina/tank/healer changes before or after the next major update?
Hey @Erock25! We're currently planning to have a lot of these Sorcerer changes accompany the next major update, which will be sometime after our console launch. No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options.
We'll continue to use the weekly incremental patches to address any broken abilities or particularly egregious balance issues.
Seems like they want to to me like they stated above. There's plenty of comments like that buried in the PTS. The patch notes for 1.6 clearly show the direction they are heading and what they intend.
exiledtyrant wrote: »@Cathexis:
I didn't say they "agree that I'm playing the correct way". I said they agree with me on what a sorcerer is.
Frankly though, I was just sick of Varicite using that fallacy over and over. Just because ZOS did something to another class once doesn't mean they have to do the exact same thing to this class the next time or that they will or even that they want to at all.ZOS_GinaBruno wrote: »I know that Soon is trademarked around here and fully understand, but could the amount Soon be quantified in any way? I ask because my play time is limited and so is my in game gold and honestly, I've been waiting on these stamina/tank/healer updates for a couple of months now so that I can finally craft a set of fully pimped out gear. I've been rolling magicka focused ever since 1.6 and I am hesitant to use my gold tempers on any of my gear because I'd much rather play a stamina build and do not want to invest in magicka gear right before changes are introduced that make me want to switch back to a stamina build. There have been quite a few patches since 1.6 went live and quite a few class tweaks in those patches, none of which addressed Sorc in a stamina/tank/healer build. Are we waiting for the next major update for Sorc changes (2.1?) or are these changes something that can be sneaked in during these incremental patches?
I know with the console versions coming out that we won't be getting a major update for quite a while and I'm just wondering if I should expect Sorc stamina/tank/healer changes before or after the next major update?
Hey @Erock25! We're currently planning to have a lot of these Sorcerer changes accompany the next major update, which will be sometime after our console launch. No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options.
We'll continue to use the weekly incremental patches to address any broken abilities or particularly egregious balance issues.
Seems like they want to to me like they stated above. There's plenty of comments like that buried in the PTS. The patch notes for 1.6 clearly show the direction they are heading and what they intend.
" No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options. "
Meaning what, exactly? That doesn't say "We're going to convert skills to stamina." or "We're turning sorcerers into warriors." or "Sorcerers are going to get another skill line."
You're reading too much into a deliberately vague statement and assuming that it means full on stamina morphs. For all you know, it only means they're adding major endurance to power surge. Or it could mean they're getting rid of magicka altogether.
Or it could mean they don't have a clue what they're going to do and the only reason this thread has survived despite the state it's in is because they're desperate for ideas.
The only concrete thing you can take from that is that they are aware that sorcerer stamina builds are falling a bit short and they are looking into correcting it.
It's not unlike a certain developer's frequent use of the word "soon". Most reasonable people who've been around long enough to know better have learned that it means "don't hold your breath".
exiledtyrant wrote: »exiledtyrant wrote: »@Cathexis:
I didn't say they "agree that I'm playing the correct way". I said they agree with me on what a sorcerer is.
Frankly though, I was just sick of Varicite using that fallacy over and over. Just because ZOS did something to another class once doesn't mean they have to do the exact same thing to this class the next time or that they will or even that they want to at all.ZOS_GinaBruno wrote: »I know that Soon is trademarked around here and fully understand, but could the amount Soon be quantified in any way? I ask because my play time is limited and so is my in game gold and honestly, I've been waiting on these stamina/tank/healer updates for a couple of months now so that I can finally craft a set of fully pimped out gear. I've been rolling magicka focused ever since 1.6 and I am hesitant to use my gold tempers on any of my gear because I'd much rather play a stamina build and do not want to invest in magicka gear right before changes are introduced that make me want to switch back to a stamina build. There have been quite a few patches since 1.6 went live and quite a few class tweaks in those patches, none of which addressed Sorc in a stamina/tank/healer build. Are we waiting for the next major update for Sorc changes (2.1?) or are these changes something that can be sneaked in during these incremental patches?
I know with the console versions coming out that we won't be getting a major update for quite a while and I'm just wondering if I should expect Sorc stamina/tank/healer changes before or after the next major update?
Hey @Erock25! We're currently planning to have a lot of these Sorcerer changes accompany the next major update, which will be sometime after our console launch. No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options.
We'll continue to use the weekly incremental patches to address any broken abilities or particularly egregious balance issues.
Seems like they want to to me like they stated above. There's plenty of comments like that buried in the PTS. The patch notes for 1.6 clearly show the direction they are heading and what they intend.
" No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options. "
Meaning what, exactly? That doesn't say "We're going to convert skills to stamina." or "We're turning sorcerers into warriors." or "Sorcerers are going to get another skill line."
You're reading too much into a deliberately vague statement and assuming that it means full on stamina morphs. For all you know, it only means they're adding major endurance to power surge. Or it could mean they're getting rid of magicka altogether.
Or it could mean they don't have a clue what they're going to do and the only reason this thread has survived despite the state it's in is because they're desperate for ideas.
The only concrete thing you can take from that is that they are aware that sorcerer stamina builds are falling a bit short and they are looking into correcting it.
It's not unlike a certain developer's frequent use of the word "soon". Most reasonable people who've been around long enough to know better have learned that it means "don't hold your breath".
How has current design attempted to solve stamina dps issues? By adding stamina morphs. For all classes but sorcerer this has worked. Sorcerers stamina morphs just happened to fall flat. It is obvious there was an attempt to improve stamina dps by improving stamina utility. This didn't do so well partially because the numbers were to low and didn't synergize. Also being really good at resource management and scaling doesn't mean anything in this broken landscape of infinite regen and over powered cost reduction. Everyone is good at resource management and scaling so there is no power gain over other builds or classes.
Quite frankly I'm tired of arguing over it. If you want to act like it's a big mystery what the morphs will use as a resource, fine. I have yet to see a magicka suggestion that would actually help a stamina sorcerer without leading to abuse cost wise or an overpowered skill because it crosses the line between magicka and stamina benefits. The only two skills that may be safe with a cost reduction are surge and lightning form and even those are questionable. Other classes with stamina builds have to pay for their magicka utility and I don't like cost without consequence. Even if they were made more spammable it's two buffs stamina sorcerer's can keep up( if just barely) therefore it offers no new game play. I do know stamina morphs have worked for the other classes and look to be easier to balance. If there's a magic pill I'll wait to see it, until then I'm done.
exiledtyrant wrote: »exiledtyrant wrote: »@Cathexis:
I didn't say they "agree that I'm playing the correct way". I said they agree with me on what a sorcerer is.
Frankly though, I was just sick of Varicite using that fallacy over and over. Just because ZOS did something to another class once doesn't mean they have to do the exact same thing to this class the next time or that they will or even that they want to at all.ZOS_GinaBruno wrote: »I know that Soon is trademarked around here and fully understand, but could the amount Soon be quantified in any way? I ask because my play time is limited and so is my in game gold and honestly, I've been waiting on these stamina/tank/healer updates for a couple of months now so that I can finally craft a set of fully pimped out gear. I've been rolling magicka focused ever since 1.6 and I am hesitant to use my gold tempers on any of my gear because I'd much rather play a stamina build and do not want to invest in magicka gear right before changes are introduced that make me want to switch back to a stamina build. There have been quite a few patches since 1.6 went live and quite a few class tweaks in those patches, none of which addressed Sorc in a stamina/tank/healer build. Are we waiting for the next major update for Sorc changes (2.1?) or are these changes something that can be sneaked in during these incremental patches?
I know with the console versions coming out that we won't be getting a major update for quite a while and I'm just wondering if I should expect Sorc stamina/tank/healer changes before or after the next major update?
Hey @Erock25! We're currently planning to have a lot of these Sorcerer changes accompany the next major update, which will be sometime after our console launch. No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options.
We'll continue to use the weekly incremental patches to address any broken abilities or particularly egregious balance issues.
Seems like they want to to me like they stated above. There's plenty of comments like that buried in the PTS. The patch notes for 1.6 clearly show the direction they are heading and what they intend.
" No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options. "
Meaning what, exactly? That doesn't say "We're going to convert skills to stamina." or "We're turning sorcerers into warriors." or "Sorcerers are going to get another skill line."
You're reading too much into a deliberately vague statement and assuming that it means full on stamina morphs. For all you know, it only means they're adding major endurance to power surge. Or it could mean they're getting rid of magicka altogether.
Or it could mean they don't have a clue what they're going to do and the only reason this thread has survived despite the state it's in is because they're desperate for ideas.
The only concrete thing you can take from that is that they are aware that sorcerer stamina builds are falling a bit short and they are looking into correcting it.
It's not unlike a certain developer's frequent use of the word "soon". Most reasonable people who've been around long enough to know better have learned that it means "don't hold your breath".
How has current design attempted to solve stamina dps issues? By adding stamina morphs. For all classes but sorcerer this has worked. Sorcerers stamina morphs just happened to fall flat. It is obvious there was an attempt to improve stamina dps by improving stamina utility. This didn't do so well partially because the numbers were to low and didn't synergize. Also being really good at resource management and scaling doesn't mean anything in this broken landscape of infinite regen and over powered cost reduction. Everyone is good at resource management and scaling so there is no power gain over other builds or classes.
Quite frankly I'm tired of arguing over it. If you want to act like it's a big mystery what the morphs will use as a resource, fine. I have yet to see a magicka suggestion that would actually help a stamina sorcerer without leading to abuse cost wise or an overpowered skill because it crosses the line between magicka and stamina benefits. The only two skills that may be safe with a cost reduction are surge and lightning form and even those are questionable. Other classes with stamina builds have to pay for their magicka utility and I don't like cost without consequence. Even if they were made more spammable it's two buffs stamina sorcerer's can keep up( if just barely) therefore it offers no new game play. I do know stamina morphs have worked for the other classes and look to be easier to balance. If there's a magic pill I'll wait to see it, until then I'm done.
There, you see? You know but you don't understand. (I could swear that's a movie quote from somewhere.) You're so tunnel vision focused on getting more stamina morphs that you don't notice what else might be the problem or what other solutions may exist or what the consequences of your own solution's may be. In fact, you and several of those with you have simply been responding to the very mention of the possibility of other solutions with shock and contempt.
The focus should be on improving the overall quality of the class, not getting more stamina morphs at the expense of other builds "because they have more so they can afford to lose a few".
exiledtyrant wrote: »What if dark deal gave a damage shield while it channeled?
exiledtyrant wrote: »exiledtyrant wrote: »@Cathexis:
I didn't say they "agree that I'm playing the correct way". I said they agree with me on what a sorcerer is.
Frankly though, I was just sick of Varicite using that fallacy over and over. Just because ZOS did something to another class once doesn't mean they have to do the exact same thing to this class the next time or that they will or even that they want to at all.ZOS_GinaBruno wrote: »I know that Soon is trademarked around here and fully understand, but could the amount Soon be quantified in any way? I ask because my play time is limited and so is my in game gold and honestly, I've been waiting on these stamina/tank/healer updates for a couple of months now so that I can finally craft a set of fully pimped out gear. I've been rolling magicka focused ever since 1.6 and I am hesitant to use my gold tempers on any of my gear because I'd much rather play a stamina build and do not want to invest in magicka gear right before changes are introduced that make me want to switch back to a stamina build. There have been quite a few patches since 1.6 went live and quite a few class tweaks in those patches, none of which addressed Sorc in a stamina/tank/healer build. Are we waiting for the next major update for Sorc changes (2.1?) or are these changes something that can be sneaked in during these incremental patches?
I know with the console versions coming out that we won't be getting a major update for quite a while and I'm just wondering if I should expect Sorc stamina/tank/healer changes before or after the next major update?
Hey @Erock25! We're currently planning to have a lot of these Sorcerer changes accompany the next major update, which will be sometime after our console launch. No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options.
We'll continue to use the weekly incremental patches to address any broken abilities or particularly egregious balance issues.
Seems like they want to to me like they stated above. There's plenty of comments like that buried in the PTS. The patch notes for 1.6 clearly show the direction they are heading and what they intend.
" No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options. "
Meaning what, exactly? That doesn't say "We're going to convert skills to stamina." or "We're turning sorcerers into warriors." or "Sorcerers are going to get another skill line."
You're reading too much into a deliberately vague statement and assuming that it means full on stamina morphs. For all you know, it only means they're adding major endurance to power surge. Or it could mean they're getting rid of magicka altogether.
Or it could mean they don't have a clue what they're going to do and the only reason this thread has survived despite the state it's in is because they're desperate for ideas.
The only concrete thing you can take from that is that they are aware that sorcerer stamina builds are falling a bit short and they are looking into correcting it.
It's not unlike a certain developer's frequent use of the word "soon". Most reasonable people who've been around long enough to know better have learned that it means "don't hold your breath".
How has current design attempted to solve stamina dps issues? By adding stamina morphs. For all classes but sorcerer this has worked. Sorcerers stamina morphs just happened to fall flat. It is obvious there was an attempt to improve stamina dps by improving stamina utility. This didn't do so well partially because the numbers were to low and didn't synergize. Also being really good at resource management and scaling doesn't mean anything in this broken landscape of infinite regen and over powered cost reduction. Everyone is good at resource management and scaling so there is no power gain over other builds or classes.
Quite frankly I'm tired of arguing over it. If you want to act like it's a big mystery what the morphs will use as a resource, fine. I have yet to see a magicka suggestion that would actually help a stamina sorcerer without leading to abuse cost wise or an overpowered skill because it crosses the line between magicka and stamina benefits. The only two skills that may be safe with a cost reduction are surge and lightning form and even those are questionable. Other classes with stamina builds have to pay for their magicka utility and I don't like cost without consequence. Even if they were made more spammable it's two buffs stamina sorcerer's can keep up( if just barely) therefore it offers no new game play. I do know stamina morphs have worked for the other classes and look to be easier to balance. If there's a magic pill I'll wait to see it, until then I'm done.
There, you see? You know but you don't understand. (I could swear that's a movie quote from somewhere.) You're so tunnel vision focused on getting more stamina morphs that you don't notice what else might be the problem or what other solutions may exist or what the consequences of your own solution's may be. In fact, you and several of those with you have simply been responding to the very mention of the possibility of other solutions with shock and contempt.
The focus should be on improving the overall quality of the class, not getting more stamina morphs at the expense of other builds "because they have more so they can afford to lose a few".
Actually, we've detailed the other problems and issues FAR more extensively than you have in this thread.
We simply don't agree w/ you. At all.
exiledtyrant wrote: »exiledtyrant wrote: »@Cathexis:
I didn't say they "agree that I'm playing the correct way". I said they agree with me on what a sorcerer is.
Frankly though, I was just sick of Varicite using that fallacy over and over. Just because ZOS did something to another class once doesn't mean they have to do the exact same thing to this class the next time or that they will or even that they want to at all.ZOS_GinaBruno wrote: »I know that Soon is trademarked around here and fully understand, but could the amount Soon be quantified in any way? I ask because my play time is limited and so is my in game gold and honestly, I've been waiting on these stamina/tank/healer updates for a couple of months now so that I can finally craft a set of fully pimped out gear. I've been rolling magicka focused ever since 1.6 and I am hesitant to use my gold tempers on any of my gear because I'd much rather play a stamina build and do not want to invest in magicka gear right before changes are introduced that make me want to switch back to a stamina build. There have been quite a few patches since 1.6 went live and quite a few class tweaks in those patches, none of which addressed Sorc in a stamina/tank/healer build. Are we waiting for the next major update for Sorc changes (2.1?) or are these changes something that can be sneaked in during these incremental patches?
I know with the console versions coming out that we won't be getting a major update for quite a while and I'm just wondering if I should expect Sorc stamina/tank/healer changes before or after the next major update?
Hey @Erock25! We're currently planning to have a lot of these Sorcerer changes accompany the next major update, which will be sometime after our console launch. No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options.
We'll continue to use the weekly incremental patches to address any broken abilities or particularly egregious balance issues.
Seems like they want to to me like they stated above. There's plenty of comments like that buried in the PTS. The patch notes for 1.6 clearly show the direction they are heading and what they intend.
" No concrete details yet, though we can tell you that stamina Sorcs will have some more viable DPS options. "
Meaning what, exactly? That doesn't say "We're going to convert skills to stamina." or "We're turning sorcerers into warriors." or "Sorcerers are going to get another skill line."
You're reading too much into a deliberately vague statement and assuming that it means full on stamina morphs. For all you know, it only means they're adding major endurance to power surge. Or it could mean they're getting rid of magicka altogether.
Or it could mean they don't have a clue what they're going to do and the only reason this thread has survived despite the state it's in is because they're desperate for ideas.
The only concrete thing you can take from that is that they are aware that sorcerer stamina builds are falling a bit short and they are looking into correcting it.
It's not unlike a certain developer's frequent use of the word "soon". Most reasonable people who've been around long enough to know better have learned that it means "don't hold your breath".
How has current design attempted to solve stamina dps issues? By adding stamina morphs. For all classes but sorcerer this has worked. Sorcerers stamina morphs just happened to fall flat. It is obvious there was an attempt to improve stamina dps by improving stamina utility. This didn't do so well partially because the numbers were to low and didn't synergize. Also being really good at resource management and scaling doesn't mean anything in this broken landscape of infinite regen and over powered cost reduction. Everyone is good at resource management and scaling so there is no power gain over other builds or classes.
Quite frankly I'm tired of arguing over it. If you want to act like it's a big mystery what the morphs will use as a resource, fine. I have yet to see a magicka suggestion that would actually help a stamina sorcerer without leading to abuse cost wise or an overpowered skill because it crosses the line between magicka and stamina benefits. The only two skills that may be safe with a cost reduction are surge and lightning form and even those are questionable. Other classes with stamina builds have to pay for their magicka utility and I don't like cost without consequence. Even if they were made more spammable it's two buffs stamina sorcerer's can keep up( if just barely) therefore it offers no new game play. I do know stamina morphs have worked for the other classes and look to be easier to balance. If there's a magic pill I'll wait to see it, until then I'm done.
There, you see? You know but you don't understand. (I could swear that's a movie quote from somewhere.) You're so tunnel vision focused on getting more stamina morphs that you don't notice what else might be the problem or what other solutions may exist or what the consequences of your own solution's may be. In fact, you and several of those with you have simply been responding to the very mention of the possibility of other solutions with shock and contempt.
The focus should be on improving the overall quality of the class, not getting more stamina morphs at the expense of other builds "because they have more so they can afford to lose a few".
Actually, we've detailed the other problems and issues FAR more extensively than you have in this thread.
We simply don't agree w/ you. At all.
Yes, I get the feeling that at this point your focus has actually shifted from anything game related to just disagreeing with me.
Oh I'm sorry. I guess I wasn't clear enough when I said clothing and weapons have no bearing whatsoever on whether or not a character is a sorcerer or a mage or a warrior or a plumber and is irrelevant to the fundamental mechanics of how abilities operate within the context of the Elder Scrolls universe.
shane.roberts25b14_ESO wrote: »
Oh I'm sorry. I guess I wasn't clear enough when I said clothing and weapons have no bearing whatsoever on whether or not a character is a sorcerer or a mage or a warrior or a plumber and is irrelevant to the fundamental mechanics of how abilities operate within the context of the Elder Scrolls universe.
The part you are missing is this: Damage scales off resource pools (i.e. magicka damage scales off magicka pool, physical damage scales off stamina pool), class abilities use said resource pools, and the type of armor worn directly effects the size of those resource pools. Therefore: A sorc in heavy armor has a lower magicka pool, meaning they cant cast as many class abilities, and those abilities do less damage than if the sorc was wearing light armor.
exiledtyrant wrote: »What if dark deal gave a damage shield while it channeled?
That better be one heck of a damage shield. Do you have any idea how much ridiculous damage I can do in the time it takes to channel this things?
I'm sure any of my 3 NBs could kill you at least twice. : P
exiledtyrant wrote: »What if dark deal gave a damage shield while it channeled?
That better be one heck of a damage shield. Do you have any idea how much ridiculous damage I can do in the time it takes to channel this things?
I'm sure any of my 3 NBs could kill you at least twice. : P
1. This ability probably should be balanced based on PVP, as it has far more potential as a PVE skill
2. Instead of a shield, if it just offered the Major Protection buff for it's duration (or a similar damage cap skill) it would be appealing. The odds of being Disrupted from a channel during PVE are low if you time it right, where as in PVP this couldn't be abused due to people getting a free hit on you then following up with a kill.
exiledtyrant wrote: »What if dark deal gave a damage shield while it channeled?
That better be one heck of a damage shield. Do you have any idea how much ridiculous damage I can do in the time it takes to channel this things?
I'm sure any of my 3 NBs could kill you at least twice. : P
1. This ability probably should be balanced based on PVP, as it has far more potential as a PVE skill
2. Instead of a shield, if it just offered the Major Protection buff for it's duration (or a similar damage cap skill) it would be appealing. The odds of being Disrupted from a channel during PVE are low if you time it right, where as in PVP this couldn't be abused due to people getting a free hit on you then following up with a kill.
Eh, while I see where you're going w/ this, I'm curious what the point of changing it at all would be, then?
The major complaint about the ability in PvE isn't the fact that you can be damaged during it, but the fact that it simply takes too much time away from doing important things, such as DPSing, tanking, or healing.
Probably shouldn't be relying on a skill like that under those conditions then. It's not really meant for min/max and blasting through things at the fastest possible speed. It's meant to get you back into the fight after you've burned yourself out.
But like I said, if you need to use it, then you're not able to perform your role anyway simply because you lack the resources to do so. Do the other classes even have something similar?
And yes, PvP needs to be taken into consideration as well. How many times has a change been made to benefit PvP that screwed over the PvE side of things?
Eh, while I see where you're going w/ this, I'm curious what the point of changing it at all would be, then?
The major complaint about the ability in PvE isn't the fact that you can be damaged during it, but the fact that it simply takes too much time away from doing important things, such as DPSing, tanking, or healing.
Spells costing magicka is part of a mage's identity, but it goes far beyond that. Magicka has always been intended to represent special effects and abilities that fall outside what can be considered physical feats or "normal" parts of the natural world. Stamina, by contrast, has always been intended to represent the physical world. Bashing people in the head with a hammer is not magical and shooting lightning from your eyeballs is not physical.
Spells costing magicka is part of a mage's identity, but it goes far beyond that. Magicka has always been intended to represent special effects and abilities that fall outside what can be considered physical feats or "normal" parts of the natural world. Stamina, by contrast, has always been intended to represent the physical world. Bashing people in the head with a hammer is not magical and shooting lightning from your eyeballs is not physical.
Except of course in those classic online games where stamina actually dictated your success with casting and fizzle ratio.
Ritualist magic casters (daggers)/spritual pugilists in classic (and some modern) mud's were almost entirely physical damage dealers but also had high utility (which is what I think the sorc base class is supposed to excel at and what ZOS really needs to adjust; meaning ZOS make sorc utility useful against bosses please!).
ESO didn't call the class MAGE. They called it Sorcerer...
In the TES universe, the "magey" classes aren't just stick and skirt... they include Battlemages (daedric summoning, 2h weapons, summon atronach), Spellswords (1h, lightning skills, overload) and Witchhunters (bound armaments/aegis, bow, negate) roles that rely heavily on physical attacks and proficiency and are easily built from ESO's Sorcerer class.
Spells costing magicka is part of a mage's identity, but it goes far beyond that. Magicka has always been intended to represent special effects and abilities that fall outside what can be considered physical feats or "normal" parts of the natural world. Stamina, by contrast, has always been intended to represent the physical world. Bashing people in the head with a hammer is not magical and shooting lightning from your eyeballs is not physical.
Except of course in those classic online games where stamina actually dictated your success with casting and fizzle ratio.
Ritualist magic casters (daggers)/spritual pugilists in classic (and some modern) mud's were almost entirely physical damage dealers but also had high utility (which is what I think the sorc base class is supposed to excel at and what ZOS really needs to adjust; meaning ZOS make sorc utility useful against bosses please!).
ESO didn't call the class MAGE. They called it Sorcerer...
In the TES universe, the "magey" classes aren't just stick and skirt... they include Battlemages (daedric summoning, 2h weapons, summon atronach), Spellswords (1h, lightning skills, overload) and Witchhunters (bound armaments/aegis, bow, negate) roles that rely heavily on physical attacks and proficiency and are easily built from ESO's Sorcerer class.
Which, as I have pointed out several times now, means absolute diddly squat.
Sorcerer = mage = wizard = spell slinger = witch = caster = battlemage = spellsword = necromancer = conjurer = magus = enchanter = occultist = warlock = crazy guy in a tower throwing fireballs at rats = steel clad champion on the front lines shooting lightning at his foes = argonian maid summoning a daedroth to sweep the front steps so she can polish the master's spear.
What do they all have in common? MAGIC. They all specialize in magic. And in the Elder Scrolls universe, Magic = Magicka. Putting on a metal suit doesn't make you any less of a mage than putting on a dress makes you more of one, nor does what material your shirt is made of change the laws of physics within the Elder Scrolls universe.
What do they all have in common? MAGIC. They all specialize in magic. And in the Elder Scrolls universe, Magic = Magicka. Putting on a metal suit doesn't make you any less of a mage than putting on a dress makes you more of one, nor does what material your shirt is made of change the laws of physics within the Elder Scrolls universe.
What do they all have in common? MAGIC. They all specialize in magic. And in the Elder Scrolls universe, Magic = Magicka. Putting on a metal suit doesn't make you any less of a mage than putting on a dress makes you more of one, nor does what material your shirt is made of change the laws of physics within the Elder Scrolls universe.
Correct me if I'm wrong, but weren't Dragonborn powers considered magic but had 0 magicka cost in Skyrim?
This seems to be more of you having a beef with having any spells cost stamina.
Spells costing magicka is part of a mage's identity, but it goes far beyond that. Magicka has always been intended to represent special effects and abilities that fall outside what can be considered physical feats or "normal" parts of the natural world. Stamina, by contrast, has always been intended to represent the physical world. Bashing people in the head with a hammer is not magical and shooting lightning from your eyeballs is not physical.
Except of course in those classic online games where stamina actually dictated your success with casting and fizzle ratio.
Ritualist magic casters (daggers)/spritual pugilists in classic (and some modern) mud's were almost entirely physical damage dealers but also had high utility (which is what I think the sorc base class is supposed to excel at and what ZOS really needs to adjust; meaning ZOS make sorc utility useful against bosses please!).
ESO didn't call the class MAGE. They called it Sorcerer...
In the TES universe, the "magey" classes aren't just stick and skirt... they include Battlemages (daedric summoning, 2h weapons, summon atronach), Spellswords (1h, lightning skills, overload) and Witchhunters (bound armaments/aegis, bow, negate) roles that rely heavily on physical attacks and proficiency and are easily built from ESO's Sorcerer class.
Which, as I have pointed out several times now, means absolute diddly squat.
Sorcerer = mage = wizard = spell slinger = witch = caster = battlemage = spellsword = necromancer = conjurer = magus = enchanter = occultist = warlock = crazy guy in a tower throwing fireballs at rats = steel clad champion on the front lines shooting lightning at his foes = argonian maid summoning a daedroth to sweep the front steps so she can polish the master's spear.
What do they all have in common? MAGIC. They all specialize in magic. And in the Elder Scrolls universe, Magic = Magicka. Putting on a metal suit doesn't make you any less of a mage than putting on a dress makes you more of one, nor does what material your shirt is made of change the laws of physics within the Elder Scrolls universe.
Why do we keep getting into this stupid nonsense?
Keep it on topic.
Spells costing magicka is part of a mage's identity, but it goes far beyond that. Magicka has always been intended to represent special effects and abilities that fall outside what can be considered physical feats or "normal" parts of the natural world. Stamina, by contrast, has always been intended to represent the physical world. Bashing people in the head with a hammer is not magical and shooting lightning from your eyeballs is not physical.
Except of course in those classic online games where stamina actually dictated your success with casting and fizzle ratio.
Ritualist magic casters (daggers)/spritual pugilists in classic (and some modern) mud's were almost entirely physical damage dealers but also had high utility (which is what I think the sorc base class is supposed to excel at and what ZOS really needs to adjust; meaning ZOS make sorc utility useful against bosses please!).
ESO didn't call the class MAGE. They called it Sorcerer...
In the TES universe, the "magey" classes aren't just stick and skirt... they include Battlemages (daedric summoning, 2h weapons, summon atronach), Spellswords (1h, lightning skills, overload) and Witchhunters (bound armaments/aegis, bow, negate) roles that rely heavily on physical attacks and proficiency and are easily built from ESO's Sorcerer class.
Which, as I have pointed out several times now, means absolute diddly squat.
Sorcerer = mage = wizard = spell slinger = witch = caster = battlemage = spellsword = necromancer = conjurer = magus = enchanter = occultist = warlock = crazy guy in a tower throwing fireballs at rats = steel clad champion on the front lines shooting lightning at his foes = argonian maid summoning a daedroth to sweep the front steps so she can polish the master's spear.
What do they all have in common? MAGIC. They all specialize in magic. And in the Elder Scrolls universe, Magic = Magicka. Putting on a metal suit doesn't make you any less of a mage than putting on a dress makes you more of one, nor does what material your shirt is made of change the laws of physics within the Elder Scrolls universe.
Why do we keep getting into this stupid nonsense?
Keep it on topic.
Probably because people can't seem to understand the English language or the underlying reasons why things are the way they are.
It's like starting up an FPS like Call of Duty or Half-life, only now all your weapons and explosives cost the same generic resource to fire. Your rocket launchers uses bullets, your grenades use bullets, your pipe wrench uses bullets, even your fists use bullets. There's no rhyme or reason to it. The devs just caved to people that didn't want to have to make decisions regarding their resources. The world in which the game exists deeply loses something when you make changes like that.
A warp drive is a hypothetical system of travel that uses physical components to create a reactor that performs matter-antimatter annihilation.