Yeah yeah, Rainbows & Unicorns...
@Snit: Finish leveling where? In Howarts?
1- Perma roll requires a particular combo of gear+champion points, you sacrife stuff to achieve that, besides theres skills atm that go trough roll.
2- The fact that the "Shared stamina pool" issue was long discussed in the past changes nothing in the present, it has not been fully adressed, its like the vampire&fire thing, you can compensate the negative impact, but in doing so you sacrifice something somewhere.
All i see is Sorcs wanting to insta gib players while maintaining shields up, bolt escape, that having a full resource avaliable just to block/roll a bit while their magica regenerates and start again.
The fact that a stamina user has a bigger stamina pool/regeneration doesnt change the fact that the resource its shared with block/roll/sprint/break free...
But to me the real big offender in this Mag vs Sta war is:
A stamina user who sprints or moves shealthed stops regenerating stamina.
A magica user who sprints or moves shealthed keeps regenerating magica.
One last thing sir, with 33k spell res im still being hit by 10k-15k dmg from magica skills (non ult), so maybe its you the one who needs to finishing leveling in the goblins lair.
byrom101b16_ESO wrote: »@Snit: Finish leveling where? In Howarts?
1- Perma roll requires a particular combo of gear+champion points, you sacrife stuff to achieve that, besides theres skills atm that go trough roll.
2- The fact that the "Shared stamina pool" issue was long discussed in the past changes nothing in the present, it has not been fully adressed, its like the vampire&fire thing, you can compensate the negative impact, but in doing so you sacrifice something somewhere.
All i see is Sorcs wanting to insta gib players while maintaining shields up, bolt escape, that having a full resource avaliable just to block/roll a bit while their magica regenerates and start again.
The fact that a stamina user has a bigger stamina pool/regeneration doesnt change the fact that the resource its shared with block/roll/sprint/break free...
But to me the real big offender in this Mag vs Sta war is:
A stamina user who sprints or moves shealthed stops regenerating stamina.
A magica user who sprints or moves shealthed keeps regenerating magica.
One last thing sir, with 33k spell res im still being hit by 10k-15k dmg from magica skills (non ult), so maybe its you the one who needs to finishing leveling in the goblins lair.
Let me correct a few things here;
A stamina user who sprints isn't using a closing skill and needs to ltp; and when stealthed gets a fat crit bonus on the first attack, unlike magicka.
A magicka user who sprints in combat is DESPERATE at that point; or when moving in stealth goes slower and uses their limited stamina pool much faster, and cannot auto-crit. attack.
One last thing to you too, sir. With 33K spell resist, you are NOT getting hit for 10-15K damage from 'magicka skills'. You might get a full procced and boosted frags hit from a highly CP buffed Sorc with Crystal Frags if you have your pants down not blocking, forgot to watch for the tell and didn't dodge, and are debuffed with Elemental Drain.
You just need more PvP practice and to stop grossly exaggerating your claims about magicka skill damage in general, when the rare times you get hit for this damage it's a 'best case scnerio' situation you partially or totally handed to your opponent.
The frequency you suffer this is up to you...
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Septimus_Magna wrote: »Nirn will be adjusted to be more in line with the other traits, probably its will work similar to reinforced but with a higher percentage. The adjustment will be made in the next Major Content update, so when Imperial City and Orsinium come (probably around September).
Also if you dont use nirn on LA atm you dont have any spell damage mitigation because the spell penetration of most magicka build players is around 12k. I think the nirn value should increase if you have low armor rating, this will make it good for LA and not over the top for MA/HA builds.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Let me correct a few things here;
A stamina user who sprints isn't using a closing skill and needs to ltp; and when stealthed gets a fat crit bonus on the first attack, unlike magicka.
A magicka user who sprints in combat is DESPERATE at that point; or when moving in stealth goes slower and uses their limited stamina pool much faster, and cannot auto-crit. attack.
Stamina users have ONE pool to block, dodge and use skills, and the stamina pool stop regenerating while runing or moving sealthed.
Fix Nirn ok, then make Magica to stop regenerating while sprinting/moving shealthed.
Fix Nirn ok, then make Magica to stop regenerating while sprinting/moving shealthed.
[Stamina regenerates while sprinting/moving in stealth so why would this be different for magicka?
[Stamina regenerates while sprinting/moving in stealth so why would this be different for magicka?
No, it doesnt.
Normally a Stamina build has 800-2xxx sta regeneration, sprinting/moving shealthed reduces it to 1x or so, and probably thats an unintended secondary effect of the CP system.
So while yes, technically you regenerate, it can not be compared to the usual regen rate, you are comparing a regen rate in the thousand scale vs a regen rate in the decimal scale.
Besides, you, as a Magica user keep regenerating Magica at the usual rate no matter what, thats unfair, and before you start with the "but you have a bigger sta pool/better sta regen" song, so you do with light armor/magica.
Fist of all, regen doesnt stop but when you move while sneaking your stamina is drained.
As medium armor build you already have a huge buff towards sneaking. With full medium armor (-28% sneak cost) and legerdemain max level (-40% sneak cost), total -68% sneak cost reduction without any CPs invested.
If a stamina build stops moving for a few seconds his stamina is fully regenerated, while a magicka build has to wait 30 seconds to get his entire stamina pool back
Septimus_Magna wrote: »Nirn will be adjusted to be more in line with the other traits, probably its will work similar to reinforced but with a higher percentage. The adjustment will be made in the next Major Content update, so when Imperial City and Orsinium come (probably around September).
Also if you dont use nirn on LA atm you dont have any spell damage mitigation because the spell penetration of most magicka build players is around 12k. I think the nirn value should increase if you have low armor rating, this will make it good for LA and not over the top for MA/HA builds.
Let me correct a few things here;
A stamina user who sprints isn't using a closing skill and needs to ltp; and when stealthed gets a fat crit bonus on the first attack, unlike magicka.
A magicka user who sprints in combat is DESPERATE at that point; or when moving in stealth goes slower and uses their limited stamina pool much faster, and cannot auto-crit. attack.
Oh man.
Soooo you asume that a Stamina player sprinting is a noob because hes not using a gap-closer and that a Magica user sprinting is just desperate.
You trolling? Theres lots of reasons to sprint, the more common one for me is the "cant mount while in combat thing"...
And know what, im spending my skill main resource AND stoping regenerating Stamina in doing so, while a Magica user regenerates its skill resource while sprinting... Ltp you say?
- And the part you say Magica skills dont get a dmg boost from Shealth... Ltp you said?
- And the part you say Magica users move slower in Shealth... Ltp you say?
You made me lol, give you credit for that.... Sir, Howarts to ltp.
Septimus_Magna wrote: »Nirn will be adjusted to be more in line with the other traits, probably its will work similar to reinforced but with a higher percentage. The adjustment will be made in the next Major Content update, so when Imperial City and Orsinium come (probably around September).
I am really hoping for sooner than that. A temporary "partial fix" should *not* be hard to implement.Also if you dont use nirn on LA atm you dont have any spell damage mitigation because the spell penetration of most magicka build players is around 12k. I think the nirn value should increase if you have low armor rating, this will make it good for LA and not over the top for MA/HA builds.
I like that idea. Basically I think the logic of armor should be heavier armor mitigates physical damage most and is weaker against spell damage, while lighter armor mitigates physical damage least and is strong against spell damage. Whatever the case, one particular armor shouldn't "have it all" with regard to mitigation.
byrom101b16_ESO wrote: »Septimus_Magna wrote: »Nirn will be adjusted to be more in line with the other traits, probably its will work similar to reinforced but with a higher percentage. The adjustment will be made in the next Major Content update, so when Imperial City and Orsinium come (probably around September).
I am really hoping for sooner than that. A temporary "partial fix" should *not* be hard to implement.Also if you dont use nirn on LA atm you dont have any spell damage mitigation because the spell penetration of most magicka build players is around 12k. I think the nirn value should increase if you have low armor rating, this will make it good for LA and not over the top for MA/HA builds.
I like that idea. Basically I think the logic of armor should be heavier armor mitigates physical damage most and is weaker against spell damage, while lighter armor mitigates physical damage least and is strong against spell damage. Whatever the case, one particular armor shouldn't "have it all" with regard to mitigation.
Indeed.
There might, in some strange and badly balanced MMO somewhere, be versions of multi-damage-source mitigation armour which have the same meta as post 1.6... but this would be the extreme exception, not the rule...
... although after playing a fair few MMOs, can't say I have ever seen anything remotely similar...
That said, the 1.6 rebalance, as is now evident, entirely invalidated the use of Light Armour for anything but the passive reducing spell cost, which unfortunately means the poor saps using magicka still need to use it. They simultaneously vastly boosted stamina damage, even from range... and put medium and heavy armour spell resistance through the roof, and then put it in orbit with Nirn... and to add insult to injury, made CPs relevant to spell resistance percentage based, making it almost multiplicative.
All to deal with magicka spike damage in PvP, which would have been infinitely simpler to fix by reducing the damage...
They essentially created a ridiculous and unbalanced damage re-adjustment and mitigation 'arms race' out of nothing, making subsequent rebalancing much harder.
Go figure...
byrom101b16_ESO wrote: »Septimus_Magna wrote: »Nirn will be adjusted to be more in line with the other traits, probably its will work similar to reinforced but with a higher percentage. The adjustment will be made in the next Major Content update, so when Imperial City and Orsinium come (probably around September).
I am really hoping for sooner than that. A temporary "partial fix" should *not* be hard to implement.Also if you dont use nirn on LA atm you dont have any spell damage mitigation because the spell penetration of most magicka build players is around 12k. I think the nirn value should increase if you have low armor rating, this will make it good for LA and not over the top for MA/HA builds.
I like that idea. Basically I think the logic of armor should be heavier armor mitigates physical damage most and is weaker against spell damage, while lighter armor mitigates physical damage least and is strong against spell damage. Whatever the case, one particular armor shouldn't "have it all" with regard to mitigation.
Indeed.
There might, in some strange and badly balanced MMO somewhere, be versions of multi-damage-source mitigation armour which have the same meta as post 1.6... but this would be the extreme exception, not the rule...
... although after playing a fair few MMOs, can't say I have ever seen anything remotely similar...
That said, the 1.6 rebalance, as is now evident, entirely invalidated the use of Light Armour for anything but the passive reducing spell cost, which unfortunately means the poor saps using magicka still need to use it. They simultaneously vastly boosted stamina damage, even from range... and put medium and heavy armour spell resistance through the roof, and then put it in orbit with Nirn... and to add insult to injury, made CPs relevant to spell resistance percentage based, making it almost multiplicative.
All to deal with magicka spike damage in PvP, which would have been infinitely simpler to fix by reducing the damage...
They essentially created a ridiculous and unbalanced damage re-adjustment and mitigation 'arms race' out of nothing, making subsequent rebalancing much harder.
Go figure...
Yeah, I hear you; though I have to mildly disagree with the bolded part. If stealth snipes have the potential to easily exceed damage done by, say, frags and overload (which people sometimes forget is an ultimate), why should sorc damage be nerfed?
I know all the issues going on are a complicated screwup-- I mean, mess-- but it seems the major problem is people die in 1-2 seconds far too often. JMO, I think a fair/fun fight time shouldn't be any shorter than about 8-10 seconds. It should be such that on average folks feel they have the ability to fight back.
[edit]: Wanted to add, maybe a temporary fix til Zeni figures things out (cough) would be to increase the standard health buff upon entry to any vet campaign.
byrom101b16_ESO wrote: »I didn't tackle the post 1.6 stamina meta as the thread wasn't about that, so we are not disagreeing as much as focussing on different aspects of the mess Zenimax made of the damage and mitigation balance of the game.
PeggymoeXD wrote: »When templars use other skills besides RD spam, I will remove my nirn. That is literally the only reason I wear it.
PeggymoeXD wrote: »When templars use other skills besides RD spam, I will remove my nirn. That is literally the only reason I wear it.
"The Nirn issue" haha ha, still asking for a Nirn nerf? Check both Deltias/Sypher Sorcs builds.