LegendaryMage wrote: »Hi everyone!
I hope you're doing good, this will be a lengthy post and the TLDR version of it is - fix this game please.
In this thread I would like to share my observations with the current PVP (I'm mostly a PVP player) situation in ESO. We have a lot of players agreeing and disagreeing that the game shouldn't be balanced for small scale combat, as it's designed to provide huge battles that involve dozens, potentially many more players. I personally think there's no reason why this game shouldn't be balanced in small scale and duels as well, ultimately providing awesome overall balance and making all types of PVP viable and fun.
I am of the opinion that the current balance greatly favors stamina oriented characters and although there's no reason to call for (many or any) nerfs, I think that the blue side of the coin needs to be brought up to par with the green one.
This is what I feel should be done with ESO's combat balance in general;
Light Armor
- Light armor tree pales in comparison to medium and heavy (which is overall the best one right now in my opinion). It needs to provide more bonuses as well as increased values from the ones that it currently does. With medium and heavy, although you can see differences in playstyles, they are both totally viable and provide many gear/set combinations for players to utilize, unlike the light armor one which is very limited. I have seen countless players run all types of light armor sets and still struggle to create a viable setup that won't render them without resources very quickly. This is why I run on pretty much all of my magicka characters 5 pieces of the seducer set, as a base on which I build upon - simply because a lot of other ones are not good enough.
There is also the fact that penetration values are very high nowadays and light armor provides practically no resistances at all. Medium armor is so-so and heavy is typically very good since you get both passives and base resistances from wearing heavy armor. It used to be that heavy armor was once the worst one in the game, but now it's pretty much the best one. Medium is closely behind, for a more bursty and evasive playstyle, and light is way behind all of this.
If light armor tree was buffed up a bit, this would open an array of new playstyles and possible gear combos, as it does with medium and heavy. This is the main issue for magicka oriented characters at the moment.
Weapons
- Weapons need to be balanced a little bit as well. In my opinion, it makes absolutely no sense that you can poison a magical weapon such as a staff, that shoots magical projectiles, or channels magical energies to damage your opponents. Instead, keep the enchantment/poison values the same on all other physical weapons, but re-do staves so that they're not available for poisons, but compensate with additional buffs that make staff enchantments stronger. How much? Open for discussion I guess.
Damage Shields
- On the infamous topic of shields and their duration, I personally have no problems with them lasting 6 seconds, but a lot of players are struggling with this, not only because some more experienced ones will say 'l2p', but also because shorter duration of shields means less sustain for damage, and therefore creates an additional gap between build diversity (you have to factor in the frequency of your shields firing off which leaves less space for other things).
Light armor balance and shield duration contributes greatly to not being able to run a higher damage build (like the one you could if your char was stamina based) and it kinda forces you to build for more sustain and lose damage. This is very obvious with the current amount of stamina vs magicka players, it should be pretty much 50-50, but now it's more like 80-20. I even remember some gatherings on the public test server where I walked among 30+ players and I counted literally only 2 magicka setups out of more than 30. This is very symptomatic.
Champion system.
- Greatly favors stamina players with its passives. 3+ seconds of practically free skills after every breakfree is a bit too much. Everyone breaks free all the time in this game, since there are tons of hard CCs, so this just gets multiplied and over the course of a longer battle, stamina setups with the unchained passive benefit tremendously from this. This needs to be either nerfed, or introduce something similar for magicka builds as well. The potion one that gives 80% on one spell after you use a potion, does not come close to this.
Healing
- Healing needs to be toned down, at least all the buffs that contribute and stack to pretty much replenish a huge HP bar in a matter of a second or two. Sets such as malubeth need to be re-designed entirely, these were not always popular because people didn't really understand how to utilize them to their fullest potential back then, and also the fact that there were no major/minor buffs or the champion system, or resolving vigor etc. stamina players didn't really saw malubeth as being that strong on its own. Now that we have all of this in the game, sets such as that one are simply too powerful when combined with everything else. If you change the game significantly (like 1.5 patch > 1.6 patch), you gotta change some other things too or it creates huge issues later on.
Snares and Roots
- Snares and roots need to be toned down a little bit. The duration of these soft CCs needs to be cut down, we're playing a slow motion game without purging or using shuffle or any other snare immunity, which is what is typically available for stamina setups, rarely magicka (unless you're a templar).
Potions and Poisons
- Potions and poisons need to be looked into. 60% skill cost increase is a bit too much, and immovability potions that buff up your speed and give you 15 seconds of being able to run around without worrying about being CC'd, are a bit too strong. I'm even considering using these on my sorcerer, which is a magicka based character - when by all logic potions such as spell power would make a lot more sense, but they're simply too weak compared to these, and how many CCs we get on a regular basis in a 2 minute long fight. I've been using the immovability potions against other players that have also used them, and those fights look ridiculous, it reminds me more of my 2006 counter strike days, than this MMORPG.
3x Bonus Sets, Imperial City Update
- Sets such as willpower, agility and endurance need to be toned down a bit, because they are pretty much mandatory as of now. If they get more in line with other bonuses, then we will have more build diversity and combinations opened up.
Cheat Engine and Hacking
- Zenimax needs to update this game so that no cheat engine can ever work with it. It may be a complicated thing to do, but unless this is done and unless they can catch every single cheater out there as soon as they fire up their cheat engine, this will be a real problem for ESO. Smart cheaters do it in subtle ways, editing all their pools/regens and adding values that are still in the same category of many other players, but ALL at the same time.
I suspect that Zenimax is not able to isolate this because the stats are still possible and used by many other players, but when looked at as a whole, such players become pretty much impossible to kill unless focused by a few good players. This needs to go, before anything else is done - ASAP. There should be no cheating in a multiplayer game, period. We've all seen speedhacks, crazy ultimate costs and regeneration, and I'm sure - absolutely sure that there are cheaters running around with their inflated stats right now in Cyrodiil. Unless something has changed or Zeni is catching them immediately upon using cheats, I'm pretty sure that's how things look right now.
So to conclude. Stamina setups are powerful and players actually enjoying playing them, which is great. But I would like to see magicka setups being right there next to them, so that the rest of us who still prefer playing this game as a caster of any kind, can actually compete with these.
Legendary Mage, PVPer since betas.
+1
Ability cost increasing poisons, sustain offered by CP via green trees and Unchained, overtuned healing, and snares wrecking magicka classes are my personal top priorities for balance changes. Likely an incomplete list.
Waffennacht wrote: »Cost increasing poisons and high resources?
Wha...?
I would think one is used to counter the other...
You did make good points, not all I agree with, but some
Good post. Agreed!
IzakiBrotheSs wrote: »@LegendaryMage You're one hell of a sorcerer in PvP dude
Seriously though you've pretty much said everything I ever wanted to say on this matter.
I would have added the fact that all the Destruction Staves should be treated as different weapons. They should not have the same skill line, they should all function differently, give different passives, different active skills etc.
Inferno Staff skill tree could be the damage dealer with hard hitting active abilities including AoEs, Dots and 1 nuke skill
Frost Staff skill tree could be all based on support abilities, hard and soft CC's, Shields,
Shock Staff skill tree could be a melee based skill tree. Here you would have a few melee skills, a few ranged ones. The whole thing would be based on Summoning a lightning sword (#bringinboundweapons) for all the active abilities, while keeping the heavy attack as it is now on live to have 1 ranged option.
This alone is a lot of work, it would probably never happen, but if it did magicka builds would be really fun.
In PvE infero staff would be the king for ranged DPS but a magicka melee build could also be very viable with the Shock Staff.
In PvP where most classes have spammable abilities Ice Staff would be awesome with all the defensive support it offers.
I'm dreaming here.
But at least give Maelstrom and Master Destruction Staves different enchants based on the element. More variety.
Wow.
I actually agree with every bit of that.
Some other things that should be added:
1. Dmg coefs on Stamina skills are WAY higher than magicka.
2. Major evasion needs a complete rework
3. Percentage buffs stacking needs a rework.
Ragnaroek93 wrote: »Actually I haven't read the whole post, will do it later, just saw that you say that Medium Armor is the best right now and I have to disagree here. It's actually Heavy Armor that is pretty much OP in my opinion.
The biggest points why Sorc has a hard time at the moment are:
- No defense skill that scales with the amount of dmg you take (like dodgeroll or Shuffle -> the more people hitting you the more dmg gets negated)
- No good sustain skill (Dark Exchange is interruptable)
- Relies on shields, so overpowered stuff like Malubeth and Major Vitality potions is useless
- Mag Sorc isn't good in Heavy Armor
- Not enough dmg to take down tanky chars
But I wouldn't say in general that Stamina is stronger than Magicka, Magicka Templars are probably the strongest class together with Stamina DKs and from my point of view as Stamina Nb there is no class that doesn't have at least one build that doesn't dominate Stamina Nb.
Also don't forget that the difference between racial passives on stam races is greater than on magicka races. Something that is overpowered as Redguard might be balanced on other races for example.
Will read the rest of your post later.
LegendaryMage wrote: »Ragnaroek93 wrote: »Actually I haven't read the whole post, will do it later, just saw that you say that Medium Armor is the best right now and I have to disagree here. It's actually Heavy Armor that is pretty much OP in my opinion.
The biggest points why Sorc has a hard time at the moment are:
- No defense skill that scales with the amount of dmg you take (like dodgeroll or Shuffle -> the more people hitting you the more dmg gets negated)
- No good sustain skill (Dark Exchange is interruptable)
- Relies on shields, so overpowered stuff like Malubeth and Major Vitality potions is useless
- Mag Sorc isn't good in Heavy Armor
- Not enough dmg to take down tanky chars
But I wouldn't say in general that Stamina is stronger than Magicka, Magicka Templars are probably the strongest class together with Stamina DKs and from my point of view as Stamina Nb there is no class that doesn't have at least one build that doesn't dominate Stamina Nb.
Also don't forget that the difference between racial passives on stam races is greater than on magicka races. Something that is overpowered as Redguard might be balanced on other races for example.
Will read the rest of your post later.
Well I said that heavy is the best, not medium. Maybe read it first totally and then we talk. I agree with the things you said about sorcs entirely btw.
Excellent post LM. You have my support.
Waffennacht wrote: »Cost increasing poisons and high resources?
Wha...?
I would think one is used to counter the other...
You did make good points, not all I agree with, but some
Waffennacht wrote: »Cost increasing poisons and high resources?
Wha...?
I would think one is used to counter the other...
You did make good points, not all I agree with, but some
The problem with this is:
Cost increase poisons are only a problem for magica builds (because their defense gets increased and they´re lacking something even remotely comparable to unchained.
Cost increase is a huge problem for any magica build whereas it´s barely noticeable and definetly not threatening on stamina which offers better sustain/ higher dmg to begin with.
I would like a reason to get back into my light non impen armor as magplar. Don't get me wrong it IS an option, but it makes me SO damn squish. And the damage isn't even better...i mean in PVP I don't really care much about crits, and spell pen is nice and I can feel the difference but....meh, they need to just add in a 12% bonus to spell power and call it even.
Also, we gotta talk about destro staves, I mean...WTF why do those skills just SUCK. hell the second skill in the line practically ignores any reason to want to use a lightning or ice staff, the skill causes all three types and is ugly as all ***. Just make it a damn single element bamf looking attack. Also give everyone more of a reason to use their heavy attacks. In the beginning of eso, before people learned how to animation cancel, you saw a LOT of heavy attacks, and the abilities were pretty much there for utility purposes. Anyway bacon over and out
I would like a reason to get back into my light non impen armor as magplar. Don't get me wrong it IS an option, but it makes me SO damn squish. And the damage isn't even better...i mean in PVP I don't really care much about crits, and spell pen is nice and I can feel the difference but....meh, they need to just add in a 12% bonus to spell power and call it even.
Also, we gotta talk about destro staves, I mean...WTF why do those skills just SUCK. hell the second skill in the line practically ignores any reason to want to use a lightning or ice staff, the skill causes all three types and is ugly as all ***. Just make it a damn single element bamf looking attack. Also give everyone more of a reason to use their heavy attacks. In the beginning of eso, before people learned how to animation cancel, you saw a LOT of heavy attacks, and the abilities were pretty much there for utility purposes. Anyway bacon over and out
I agree with everything here, except for the heavy attacks, there's plenty of reason to do them and weave them into a rotation. Fire because every idiot out there is a vampire, and heavy attacks light them on fire. Ice for the chain freeze snares. Lightning for damage on the permanent dodge rollers. Heavy resto attacks to regenerate Magicka.
Plus if you're a Magicka DK, you can stack staff damage and hit people for 20-25K.
Waffennacht wrote: »Cost increasing poisons and high resources?
Wha...?
I would think one is used to counter the other...
You did make good points, not all I agree with, but some
The problem with this is:
Cost increase poisons are only a problem for magica builds (because their defense gets increased and they´re lacking something even remotely comparable to unchained.
Cost increase is a huge problem for any magica build whereas it´s barely noticeable and definetly not threatening on stamina which offers better sustain/ higher dmg to begin with.
So to conclude. Stamina setups are powerful and players actually enjoying playing them, which is great. But I would like to see magicka setups being right there next to them, so that the rest of us who still prefer playing this game as a caster of any kind, can actually compete with these.
Light armor balance and shield duration contributes greatly to not being able to run a higher damage build (like the one you could if your char was stamina based) and it kinda forces you to build for more sustain and lose damage. This is very obvious with the current amount of stamina vs magicka players, it should be pretty much 50-50, but now it's more like 80-20.
Healing needs to be toned down, at least all the buffs that contribute and stack to pretty much replenish a huge HP bar in a matter of a second or two. Sets such as malubeth need to be re-designed entirely, these were not always popular because people didn't really understand how to utilize them to their fullest potential back then, and also the fact that there were no major/minor buffs or the champion system, or resolving vigor etc. stamina players didn't really saw malubeth as being that strong on its own. Now that we have all of this in the game, sets such as that one are simply too powerful when combined with everything else. If you change the game significantly (like 1.5 patch > 1.6 patch), you gotta change some other things too or it creates huge issues later on.
Snares and roots need to be toned down a little bit. The duration of these soft CCs needs to be cut down, we're playing a slow motion game without purging or using shuffle or any other snare immunity, which is what is typically available for stamina setups, rarely magicka (unless you're a templar).
Toc de Malsvi wrote: »So buff light armor, buff staffs, buff shields, nerf healing...
Didn't even need to get Potion and Poisons section to know you were a sorcerer.So to conclude. Stamina setups are powerful and players actually enjoying playing them, which is great. But I would like to see magicka setups being right there next to them, so that the rest of us who still prefer playing this game as a caster of any kind, can actually compete with these.
Magicka is right there with them, Mag Templars are top of the pack, Magicka Sorcerers and NB's are 1v1 beasts while providing burst for groups. The only real huge change is Sorcerers cannot tank 15 people at once in 7 light armor. Magicka DK's still sit at a very hard to play setup that tends to be rather weak.Light armor balance and shield duration contributes greatly to not being able to run a higher damage build (like the one you could if your char was stamina based) and it kinda forces you to build for more sustain and lose damage. This is very obvious with the current amount of stamina vs magicka players, it should be pretty much 50-50, but now it's more like 80-20.
I know its not like stamina characters have to dodge roll every 4 seconds.... oh wait they do. I'm not sure where you are getting your numbers from but I certainly see plenty of Magicka characters, instead of hordes of Mag Sorcs now its hordes of Mag Templars.Healing needs to be toned down, at least all the buffs that contribute and stack to pretty much replenish a huge HP bar in a matter of a second or two. Sets such as malubeth need to be re-designed entirely, these were not always popular because people didn't really understand how to utilize them to their fullest potential back then, and also the fact that there were no major/minor buffs or the champion system, or resolving vigor etc. stamina players didn't really saw malubeth as being that strong on its own. Now that we have all of this in the game, sets such as that one are simply too powerful when combined with everything else. If you change the game significantly (like 1.5 patch > 1.6 patch), you gotta change some other things too or it creates huge issues later on.
This I can agree with on its own merit, not with the inclusion of buffing shields and light armor.
The cost increase poisons are awful as they divulge into effective "I win" mechanics regardless of stamina or magicka. You have to have Cost increase poisons yourself as a counter or your dead in the water.
Heavy armor is way to capable of putting out damage while retaining strong defensive's.Snares and roots need to be toned down a little bit. The duration of these soft CCs needs to be cut down, we're playing a slow motion game without purging or using shuffle or any other snare immunity, which is what is typically available for stamina setups, rarely magicka (unless you're a templar).
Cause that purge ability from that support tree costs stamina right?
There is an issue with Shuffle and dodge roll in relation to projectile damage both from destruction staffs and bows, as well as class skills. These abilities have long flight times and are fairly unresponsive versus targets with shuffle who are actively dodge rolling. Especially on opening attacks where the dodge chance appears to be much higher than 20%. This is not shuffle's dodge chance in and of itself as it has been shown to proc around 20%. But rather something related to the projectiles and dodge in general.
LegendaryMage wrote: »Thank you for the input. I like your signature - knew you were a stamina build before even reading this post entirely.
Btw I personally have no problems on my sorcerer against anything really, so this is not me complaining that my class/build is weak, I wrote this for other people that struggle from what I saw, and I think that in general stamina builds have it much easier nowadays than magicka ones.
Some setups are so weak for solo play, that I don't even bother logging onto those chars anymore, for example magicka dragonknight.