Ok. We're talking the medium armor that provides 12k phys/spell resist in full gold. The one that gets completely negated even considering major/minor resolve by any stamina build (which will have 17k penetration if decently built) and almost fully negated by any magicka build (which will have at least 11k and reach 16k with breach applied)?...Medium and heavy armor can survive damage for some time without even protecting themselves...
Ok. We're talking the medium armor that provides 12k phys/spell resist in full gold. The one that gets completely negated even considering major/minor resolve by any stamina build (which will have 17k penetration if decently built) and almost fully negated by any magicka build (which will have at least 11k and reach 16k with breach applied)?...Medium and heavy armor can survive damage for some time without even protecting themselves...
Just to clarify.
psychotic13 wrote: »After reading all of this, I don't think stamina needs to be nerfed, just that Magicka should be brought up to par. Thus by what @Dracane said, light armor passives only give 1 benefit, while many of the medium and heavy armor passives give more than that.
For example a 5pc light armor bonus is 10% crit, that's pretty bad when you compare that to the medium armor passive that grants (can't remember the exact amount) crit per piece of armor. The 5pc bonus should be a lot stronger than that and the crit should be interpreted into one of the other passives.
Same with the stamina passive 'wind walker' that grants you the regen and reduce cost in 1 passive, while in light armor that's 2 of the passives.
You then also have the sneak passive and the athletics passive for medium armor, both which grant bonuses on 2 aspects, reduce dodge roll and movement speed cost, and reduce sneak cost and detection radius.
Some of the same with heavy, you get health regen and the constitution bonus as 1 passive, you get armor and spell resist as 1 passive where light armor only gets spell resist, yeah I get that makes sense being heavy armor but I believe light should get something extra too.
I do feel light armor could do with a buff and that should sort it out, also 5k pen from a weapon is too much, I agree with that.
Waffennacht wrote: »One could say the sneak passives of medium armor are a complete waste.
While in combat said passive has no effect while all of the light armor passives effect combat.
I have a fix for it all. Make the alternate Morph of Sorc Mines attached to the Sorc in a 5 spot pentagram, so when he/she moves, the mines move with them. Also raise them to waist height....
Just Kidding,
While I think some might like that, it would be a hard counter to melee toons added with a little mobility to the current static sitting in one spot mechanic. Also some would have a fit if it could be cast over and over lol.
Seriously the PVP Resource imbalance exists... Could you imagine if PVE toons A.I. was updated so PVE Veteran mobs dodge rolled multiple times up to 5 times in a row, and randomly Gap Closed, after a dodge roll and used Dawnbreaker within range at the same rate as we see in PVP? All hell would break loose in PVE and as people would get owned in dungeons alot more. Aaand you'd see a massive exodus to Stamina toons in PVE i suspect. Nevermind that is all fantasy and not going to happen....Just a funny point.
Valera Progib wrote: »
For another my 5 cent, Light armor should have the biggest damage output it is just common sense, I can't believe that it is not the case at the moment... Magicka reduction/magicka regen/ spell penetration / crit chance and definitely bigger damage buff with 5 item set than Medium or Heavy or it should have the same defense rating as at least medium, because that is fair and that is common sense.
...
P.S. OP should read your text twice, a lot of your arguments are just irrelevant.
"Prior to Dark Brotherhood, with 2 or 3 shields, many average to good Sorcs definitely lived longer in close combat than they should have, and this was rightfully frustrating to many a Stamina toon trying to Wrecking Blow a Sorc etc who could not be damaged with Stacking Shields."
against wrecking blow you used to have only 1 shield... for healing ward to be effective you had to cast it on top of lost health, so it is irrelevant, you just proved the point that sorcs got buffed.
Single shields need to get buffed as defensive mechanics, they are too weak.
Magicka users, now mainly speaking of Sorcerers, can't dodge if they want to be able to break CC.
They wear light armor, so they are one shots when they are unportected.
Shields are not like block, dodge, reflects and even heals.
You must take all CCs, all damage. Block makes you immune to almost all CCs, dodge roll even totally negates as good as all CCs and damage and heals truly keep you alive, while shields only are a virtual health, not actual health.
Single shields are the worst defensive mechanic in the game. You get punished for using single shields, you must shieldstack to be able to survive and then ? You spend all your time spamming shields and the next CC will still kill you.
Tell me @ZoS : Is that the way it was intended ? You wanted to reduce shieldstacking. Yet with each patch/nerf, you just make it so, that people are forced even more into it.
Remove shieldstacking already. No critable shields or all this non sense, just disable shieldstacking and buff single shields.
Or simply remove the 50% shield debuff from battle spirit after disabling shieldstacking.
Oh I use stamina to dodge roll, cc break, sprint and CAST SPELLS. Your argument is so weak that it just looks like you can't adapt to the new playstyle. I'm assuming you haven't tried drink? Green max magicka food ain't gonna sustain you anymore my friend. Maybe go with some health enchants too. Whats your max stamina? 10k? With what, 500 recovery?
Do that Then your magic is weak. For everything that you take away from your magic affinity and put it into stamina sustain or health, you will only weaken your magic.
Magicka damage is pretty foolish in pvp already, I can't effort weakening myself further.
I'm talking about traditional 100% magicka and 100% stamina builds. That's how many people do it
Valera Progib wrote: »
For another my 5 cent, Light armor should have the biggest damage output it is just common sense, I can't believe that it is not the case at the moment... Magicka reduction/magicka regen/ spell penetration / crit chance and definitely bigger damage buff with 5 item set than Medium or Heavy or it should have the same defense rating as at least medium, because that is fair and that is common sense.
...
P.S. OP should read your text twice, a lot of your arguments are just irrelevant.
"Prior to Dark Brotherhood, with 2 or 3 shields, many average to good Sorcs definitely lived longer in close combat than they should have, and this was rightfully frustrating to many a Stamina toon trying to Wrecking Blow a Sorc etc who could not be damaged with Stacking Shields."
against wrecking blow you used to have only 1 shield... for healing ward to be effective you had to cast it on top of lost health, so it is irrelevant, you just proved the point that sorcs got buffed.
I believe that both of these statements are counter-intuitive.
First, it is not logical or reasonable to expect magicka to be inherently stronger than stamina. The vast majority of magicka skills in ESO can be used at range which, relative to most stamina builds, is inherently a lower-risk scenario. We can argue all day about gap closers and snipes against ranged casters, but when all is said and done, if you have to move to your target and they can hit you from range, they have an advantage. I would speak to the opposition here, however, and note that this advantage can be reversed very quickly with most of today's stamina build (particularly those in 2H setups, which has a great deal of burst and utility). This is an advantage that DKs have inherently against all casters and archers. Fun fact of the day: Magblades have only 1 magicka skill that can be used in melee effectively against a DK using flappy wings - and the second you do, it's talons + eruption + whipped to death. That is not balance. It stands to reason that melee builds (magicka or stamina) should be afforded higher burst or higher overall potential damage output simply for taking the risk of being melee.
What turns this argument around in favor of stamina builds is in line with what was stated in the OP: stamina builds do not micromanage multiple resource pools. It's a fairly well-known fact that it pays to stack WD/SD more than magicka/stam in pvp since doing so is more favorable to tooltip and basic attack scaling - but if we break this down further, we see quite well that this is not the case for magicka builds. In an ideal scenario, stamina builds can sink almost everything into WD, build for "just enough" recovery and stamina, and then go to town, paying little mind to their resource management (so long as they allocated their stats properly). The same cannot be said for a magicka build, who can build the exact same way (except for magicka and SD instead). In this case, said magicka-user would still have to constantly monitor their stamina, which puts them at an immediate disadvantage. Additionally, many magicka skills, such as Annulment and Ward, don't scale off of SD, which means that there is a tradeoff to building a magicka character that, at the very least, is not as significant for stamina toons.
In your words, it is fair and is common sense to have evasive and mitigation techniques for magicka-users based on their magicka stats, particularly those that do not scale from SD at all, not split between stamina and magicka. I typically don't like to over-generalize, so take this portion with a grain of salt, but in many cases you see a magicka build either catering in some way towards a hybrid setup so as not to run out of stamina, despite it being a dps loss, or a very high level of player skill that is capable of anticipating those mechanics that would take advantage of the lack of stamina and stam recovery. The latter is something earned through a reasonably high level of experience, which we all know is a large time investment.
As for the latter portion of your statement, I disagree wholeheartedly that Healing Ward was ineffective at full health, and as such, I also disagree that the statement is irrelevant. During the same time frame mentioned by the OP, I could crit someone for 15k+ with a healing ward at full health in pvp. That is simply not the definition of ineffective. Take this a step further, in the sense that with 6s durations on shields, Healing Ward is now a substantially higher opportunity cost to be used in combination with other skills, and as such is less effective since these changes went live with DB. In other words, the changes in DB furthered the relative power disparity between magicka and stamina builds in pvp, rather than rebalancing it.
There is a notable difference between giving both magicka and stamina users "pros and cons" of their respective builds, and skewing balance between the two. For example, we can state that it is reasonably fair for stamina builds to have access to Evasion, but not shields, while magicka builds have access to shields, but not Evasion. I recognize it is not this black-and-white, but it will suffice as an example. Now, in DB, Evasion remains as effective as it was previously, but shields are substantially less effective. To accommodate the reduced duration on shields, it is crucial to either allocate more health, initiate more healing from offensive abilities (such as Strife, Frags, Embers, Jabs) to alleviate the need for shields, or have significantly stronger shields with impeccable timing on the cast. The potential damage output of stamina builds climbs higher each day as we continue to theorycraft and develop more efficient builds that are capable of superior burst damage, without sacrificing survivability. Magicka builds must give up survivability (noting how shields scale) to gain additional burst (i.e. giving up some magicka for SD, or vice-versa).
Tbh I think that the system is fair, and if anything benefits from it it's magicka users,
And here is why:
If i'm on my Magicka sorcerer: I sprint and something attacks me, guess what? I still have my magicka pool to heal/dps.
On my Stam DK or Stam Blade, I sprint and someone attacks me: Guess what, No stamina left! so I can only do some heavy atacks and lose important time while waiting for the other to kill me as I can't do much back.
Honestly speaking after reading through your whole post I took away some nice points. You mentioned that stam builds get more damage without sacrificing survivability. Which is not the case, a magicka class has one bar just for cc breaking and dodge rolling. Do you know how insane it is to use my stam bar for almost everything? I have to dodge roll (increasing cost) cc break, block (no stam regen) and heal and dps with one bar? I need to customizer my build to survive. I myself am running 4 health items and drinks just to sustain myself. Yes shields took a hit this patch while dodge stayed the same, but have you ever fought a good sorc post patch and wonot fairly? I haven't, cause everytime I bring them down to execute range it's the same thing all sorcs do, steak, mines, hardened ward and healing ward. (Repeat) and that automatically resets the fight in their favor. Yes the nerf to shields were a hard blow, but you can adapt, lesser damage = more survivability. Run impen, use tumbling and shields to your advantage. Streak, dodge roll, shield and CC. This cannot be done if you are however fighting 5v1.
. The nerf to shields times were much needed. You can still shield stack, but if you do that the only thing you should be able to do is defend.
I'm actually running face-first into this issue on my melee MagBlade.In an ideal scenario, stamina builds can sink almost everything into WD, build for "just enough" recovery and stamina, and then go to town, paying little mind to their resource management (so long as they allocated their stats properly). The same cannot be said for a magicka build, who can build the exact same way (except for magicka and SD instead). In this case, said magicka-user would still have to constantly monitor their stamina, which puts them at an immediate disadvantage. Additionally, many magicka skills, such as Annulment and Ward, don't scale off of SD, which means that there is a tradeoff to building a magicka character that, at the very least, is not as significant for stamina toons.
~SNIP~
Take this a step further, in the sense that with 6s durations on shields, Healing Ward is now a substantially higher opportunity cost to be used in combination with other skills, and as such is less effective since these changes went live with DB. In other words, the changes in DB furthered the relative power disparity between magicka and stamina builds in pvp, rather than rebalancing it.
milesrodneymcneely2_ESO wrote: »
I'm running Impale, Dampen Magic, Lotus Fan, Concealed Weapon, Crippling Grasp and Soul Harvest
Hey, Scruffy!ScruffyWhiskers wrote: »You could try funnel/swallow soul and that would cut your spam skill cost in half...but then you have taken off the only cc skill you had on the bar....which was going to be problem anyway since you didn't have cloak on the bar either.
You might want to try something more balanced with a back bar using restro that functions as your defensive/buff bar.
so bar 1 could be Lotus, Concealed, Impale, Crippling Grasp, Cloak Ult: Soul Harvest
bar 2 couild be Restro staff Healing Ward, Dampen/Harness, funnel/swallow, Fear, Utility and UIt: Meteor
1900 regen is very workable though. You just have to pace yourself and you can recharge with the restro heavy attacks + potions or you can hit Siphoning Attacks just before you go offensive and burst for 15 seconds then assess your magicka.
Forestd16b14_ESO wrote: »So this is a nerf stamina and buff magikca thread right ?
Look shields are still OP and that 1 resource reliability or what every hurts stamina users alot for that they need stamina for both attacking and everything else which can drain stamina pretty fast and it doesn't help Wrobel increased the cost of blocking, sprinting, stealth, and break free. Stamina is now at the point you have to invest everything into 1 of those 5 things just to use it more than 2 or 3 times.
Like blocking for example you have to pool everything CP, traits, and enchantments into reducing block cost just to block for a reliable amount of time.
Magicka users are fine if not even more powerful from annulments buff and stamina users are still getting kicked in the gut cause ZoS logic.... No not ZoS logic Wrobels logic.
Also don't even bring up the perma-blocking Malubeth users ok ? Malubeth is OP just leave it at that.
I'm definitely not calling for discussion of any Nerf for Stamina classes, as They are ok in my opinion, or a hell of a lot better off in PVP. I feel like an energizer battery when playing them in PVP. I just want to compete.
On my Stamina toons I typically get killed from being out of position, outplayed, or outmanned, but NEVER an empty Stamina resource pool preventing me from CCBreaking, Dodging, or sprinting. So that begs the question, is it viable to go Hybrid just to try to survive? And is that the adjustment we should be making?
Thinking out loud...:
I haven't run any of the numbers but I'm musing about Twice Born Star? Hybrid? Bah while the set has it's uses no one see's it as a panacea. Malubeth? It seems a broken proc at the moment eventually to be put in the same Olympic Medal stand as Proxi Detonation as insanely overpowered sets for everyone that has been let go on for far too long. forget I mentioned it....
Since Dark Brotherhood, I don't think we've seen ANY magicka Sorc PVP 1vX videos from any of the usual sources. Please let us know from an entertainment standpoint if there's some Master out there that has the secret sauce. We're all here to learn.