SamTheSwan wrote: »I've played an absolute ton of Mag Sorc, and I have to say the shield nerf didn't do that much to my open world play style. My biggest complaint is how major evasion and dodging makes it nigh impossible to keep pressure, much less land a complete combo. I would request that there be some mechanic major "de-evasion" that would cost resources that would allow sorcs and other classes, (magicka or stamina based) actually land skills. Slap a stacking mechanic (much like streak) so it cannot be spammed to remove stamina classes defenses, and call it a day
your joking right?? now i know that on a mag build with low stam, 10k ish, its a pain to have sneak eat that stam, dodge roll eat that stam etc.... but when all is said and done their are ways of getting back that stam, gear sets, pots etc and you have a full resource bar of anywhere from 20-40k of magicka to dump on and dish out the pain, heal, shield etc
A stam build.... having dodgeroll, sneak, sprint etc... anytime you do any of those things you lose potential resource to dps or heal.... it is quite easy to be jumped with 1/2 your resource bar gone cause you were sneaking along somewhere, then you are pretty screwed.
A mag build can sprint to a fight too help his mates till his stam bar is dry then dump all his magicka into offense or defense... a stam build sprints to the fight only to realise that the time it takes to emote "bugger" is still twice as long as it took for him to die.
Right now there's no counter to the Percentage of Evade a person has.
Other mechanics have counters that are guaged player vs player:
Physical Resistance - Physical Penetration
Spell Resistance - Spell Penetration
Crit Resistance - Crit Chance
Dodge/Evade - Free Willy No counter Stam classes are way better suited to avoid damage at any range should they choose to take advantage of this mechanic. almost crazy not to.
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.
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.
And besides that, on most stamina builds you still need to sacrifice a lot of points to Health instead of pure stamina builds, or if you're a tank you still need to put some points in magicka for the self heals/shields.
it's not like any class is in a good place by putting everything in magicka, or stamina or health.
Balance is the name of the game, unless you want to be a cookie cutter and kill fast, die fast because you put everything in stamina or magicka. but then that's your choice.
Besides that, for pvp magicka users are usually the healers or dpsers, which stay on a distance and attack without being attacked themselves. (Environmental awareness/positioning is an important thing, especially if yoúre a heavy magicka or stamina user.)
Give magicka users the true feeling of the dodge incident.
Give hardened the initial duration. Everytime you reapply while it is still active, you double the cost. Cost resets once you have not re-applied for the full duration of 20 seconds