This is excuse that people making for zerging. If you think that one class should outperform another in 1v1 you will never reach competitive content, at least in pvp. Stack as tight as possible, spam 2-3 skills and pretend that everything is fine as other people will save you anyway - that is the reason and cause why people love it, but it will never uncover true problems.i think you are in the classic lets look at each class individually rather then lets look at how the classes work together. just cause class 1 is weaker in a duel over class b doesnt make class 1 underperforming to class b. there more to performance then just numbers one can pull.
i think you are in the classic lets look at each class individually rather then lets look at how the classes work together. just cause class 1 is weaker in a duel over class b doesnt make class 1 underperforming to class b. there more to performance then just numbers one can pull.
I don't actually feel like there's a huge imbalance between the two, or even classes. The main problem is there's a wider variety of good sets for stam. One tamriel closed that gap slightly with the introduction of things like Spinners, Grothdarr, Ilambris, buffing Skoria, but while proc sets are still a thing, stamina will have the upper hand.
There's also Shuffle. Even as a stamina player I feel like that skill outperforms shields sometimes. RNG dodging shouldn't exist, sorry. I refuse to use it, because if I win a fight, I don't want it to be because I was lucky enough to randomly dodge 4 attacks in a row.
Change Shuffle so it gives you better access to avoiding snares and no dodge chance, remove proc sets and you'll see that gap closed even more.
I don't actually feel like there's a huge imbalance between the two, or even classes. The main problem is there's a wider variety of good sets for stam. One tamriel closed that gap slightly with the introduction of things like Spinners, Grothdarr, Ilambris, buffing Skoria, but while proc sets are still a thing, stamina will have the upper hand.
There's also Shuffle. Even as a stamina player I feel like that skill outperforms shields sometimes. RNG dodging shouldn't exist, sorry. I refuse to use it, because if I win a fight, I don't want it to be because I was lucky enough to randomly dodge 4 attacks in a row.
Change Shuffle so it gives you better access to avoiding snares and no dodge chance, remove proc sets and you'll see that gap closed even more.
So your complaint is that major evasion is overpowered - let's not forget that anyone can slot that on their bar (and use it cheaply with unchained) and magNBs even have a magicka version of shuffle.
I would much rather see all defenses be active in this game. If it wasn't for it being so terribly laggy for its whole lifespan, I would have wanted Block to be directional also.
RinaldoGandolphi wrote: »The issue between magic builds and stamina builds is not about buffing one or the other. The issue lies WITH STAMINA and how it is used in the game system overall.
Right now, Stamina is used to:[*] Dodge roll
[*] Break Free
[*] Sprint
[*] Stamina Skills
[*] Block
With the 2 Bolded being the problem.
As we all know, this game is completely designed around CC to kill....its what it is...Outside of a group setting(anything works in a zerg) Magic Builds are at a disadvantage because they can't break CC as often as Stam builds can.
Prior to the Shield Nerf, Mag Sorcs were able to mask this clear cut design flaw by stacking shields which made up for them not being able to CC break 15 or 16 times like Stamina Builds can(Thanks Unchained) while still dealing damage.Magic Templars are only on par with Stamina right now because their Synergy with Heavy Armor and Healing Class skill lines allow them to use healing(Much like Mag Sorcs used Shields) to mask the game design flaw of Mag builds being unable to CC break on cooldown perpetually like stamina can.
Do you know all Stamina based Class abilities are 20% cheaper then their magic counterparts and also do more damage?
Do you know every Stamina based Weapon in the game has a 20% cost reduction passive? where is any magic weapon cost reduction?
Right now Stamina Builds get all of the benefits of hybrid builds(high damage, sustain, and survivability) without any of the penalties or drawbacks.
If your a Stamina Nightblade, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Cloak
- Shadow Image
- Double Take
- Fear
If your a Stamina Dragonknight, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Volatile Armor
- Igneous Shield
- Reflective Scales
- Fossilize
If your a Stamina Templar, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Sun Shield
- Restoring Aura
- Rune Focus
- Cleansing ritual
If your a Stamina Sorc you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Bolt Escape
- Dark Deal
- Surge
- Encase
- Rune Prison
Furthermore, Running out of Magicka is NEVER a cause of concern or death to a Stamina build...as long as they have stamina they don't die.
If a Magicka user runs out of either resource they are dead.....
Furthermore, a Magic user even casts Retreating Manauvers once his whole stam bar is mostly gone leaving him vulnerable to being CC and killed....a Stam user can spam magicka till the cows come home it will rarely get them killed.
Simply put, the 1st step towards balancing Magicka and Stamina is removing Dodge Roll and Break Free being dependent on Stamina. There needs to be a 4th resource that determines how much you can dodge or break free, and its value needs to be based on your Max health...the more Max Health you have, the more times you can dodge and break free. Health still remains its own independent pool and of course it doesn't cost you health to dodge,
it will just be another resource bar like your Horse endurance bar, the difference is the value of that endurance bar will be based on how much your max health is, and the only way to increase it is too increase your max health forcing both magicka and stamina builds to sacrifice damage(and shields) in return for the ability to dodge, block, or break free more...This is the 1st step to balancing these things.
Lasty, the Unchained passive just needs to be changed...its grossly OP...
RNG dodge chance(like Shuffle) needs to be reworked....i would suggest changing Shuffe to a Stamina Based Damage Shield skill
1 Morph increases Value and Duration
2nd Morph absorbs damage converting it to stamina(A stamina Version of Harness Magicka)
RNG dodge chance is just as bad as RNG damage procs for a healthy pvp environment.
RinaldoGandolphi wrote: »The issue between magic builds and stamina builds is not about buffing one or the other. The issue lies WITH STAMINA and how it is used in the game system overall.
Right now, Stamina is used to:[*] Dodge roll
[*] Break Free
[*] Sprint
[*] Stamina Skills
[*] Block
With the 2 Bolded being the problem.
As we all know, this game is completely designed around CC to kill....its what it is...Outside of a group setting(anything works in a zerg) Magic Builds are at a disadvantage because they can't break CC as often as Stam builds can.
Prior to the Shield Nerf, Mag Sorcs were able to mask this clear cut design flaw by stacking shields which made up for them not being able to CC break 15 or 16 times like Stamina Builds can(Thanks Unchained) while still dealing damage.Magic Templars are only on par with Stamina right now because their Synergy with Heavy Armor and Healing Class skill lines allow them to use healing(Much like Mag Sorcs used Shields) to mask the game design flaw of Mag builds being unable to CC break on cooldown perpetually like stamina can.
Do you know all Stamina based Class abilities are 20% cheaper then their magic counterparts and also do more damage?
Do you know every Stamina based Weapon in the game has a 20% cost reduction passive? where is any magic weapon cost reduction?
Right now Stamina Builds get all of the benefits of hybrid builds(high damage, sustain, and survivability) without any of the penalties or drawbacks.
If your a Stamina Nightblade, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Cloak
- Shadow Image
- Double Take
- Fear
If your a Stamina Dragonknight, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Volatile Armor
- Igneous Shield
- Reflective Scales
- Fossilize
If your a Stamina Templar, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Sun Shield
- Restoring Aura
- Rune Focus
- Cleansing ritual
If your a Stamina Sorc you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Bolt Escape
- Dark Deal
- Surge
- Encase
- Rune Prison
Furthermore, Running out of Magicka is NEVER a cause of concern or death to a Stamina build...as long as they have stamina they don't die.
If a Magicka user runs out of either resource they are dead.....
Furthermore, a Magic user even casts Retreating Manauvers once his whole stam bar is mostly gone leaving him vulnerable to being CC and killed....a Stam user can spam magicka till the cows come home it will rarely get them killed.
Simply put, the 1st step towards balancing Magicka and Stamina is removing Dodge Roll and Break Free being dependent on Stamina. There needs to be a 4th resource that determines how much you can dodge or break free, and its value needs to be based on your Max health...the more Max Health you have, the more times you can dodge and break free. Health still remains its own independent pool and of course it doesn't cost you health to dodge,
it will just be another resource bar like your Horse endurance bar, the difference is the value of that endurance bar will be based on how much your max health is, and the only way to increase it is too increase your max health forcing both magicka and stamina builds to sacrifice damage(and shields) in return for the ability to dodge, block, or break free more...This is the 1st step to balancing these things.
Lasty, the Unchained passive just needs to be changed...its grossly OP...
RNG dodge chance(like Shuffle) needs to be reworked....i would suggest changing Shuffe to a Stamina Based Damage Shield skill
1 Morph increases Value and Duration
2nd Morph absorbs damage converting it to stamina(A stamina Version of Harness Magicka)
RNG dodge chance is just as bad as RNG damage procs for a healthy pvp environment.
Magicka and stam divide isnt really what youre making it out to be here. Youre also suggesting they institute something huge to CC break system which honestly, they cant do. Were waiting 4 months to get numbers right on damage abilities that are constantly over or undertuned.
One thing alot of people dont talk about is the fact vigor+mending+vitality pots is hands down the strongest, best heal right now for the cost. With 10 points in blessed it out heals any amount of damage that can be thrown at it in the spam it is active. Watch any streamer worth anything in pvp and vigor has a 90% uptime. As they engage, vigor, take dmg,vigor, ult combo about to happen pool rally keep vigor up. Nothing magika comes close to utility. healing ward, when it works, is a good o$4!7 button but does not have the utility or immediate benefit from vitality pots or mending.
Vigor magika morph, gg.
RinaldoGandolphi wrote: »The issue between magic builds and stamina builds is not about buffing one or the other. The issue lies WITH STAMINA and how it is used in the game system overall.
Right now, Stamina is used to:[*] Dodge roll
[*] Break Free
[*] Sprint
[*] Stamina Skills
[*] Block
With the 2 Bolded being the problem.
As we all know, this game is completely designed around CC to kill....its what it is...Outside of a group setting(anything works in a zerg) Magic Builds are at a disadvantage because they can't break CC as often as Stam builds can.
Prior to the Shield Nerf, Mag Sorcs were able to mask this clear cut design flaw by stacking shields which made up for them not being able to CC break 15 or 16 times like Stamina Builds can(Thanks Unchained) while still dealing damage.Magic Templars are only on par with Stamina right now because their Synergy with Heavy Armor and Healing Class skill lines allow them to use healing(Much like Mag Sorcs used Shields) to mask the game design flaw of Mag builds being unable to CC break on cooldown perpetually like stamina can.
Do you know all Stamina based Class abilities are 20% cheaper then their magic counterparts and also do more damage?
Do you know every Stamina based Weapon in the game has a 20% cost reduction passive? where is any magic weapon cost reduction?
Right now Stamina Builds get all of the benefits of hybrid builds(high damage, sustain, and survivability) without any of the penalties or drawbacks.
If your a Stamina Nightblade, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Cloak
- Shadow Image
- Double Take
- Fear
If your a Stamina Dragonknight, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Volatile Armor
- Igneous Shield
- Reflective Scales
- Fossilize
If your a Stamina Templar, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Sun Shield
- Restoring Aura
- Rune Focus
- Cleansing ritual
If your a Stamina Sorc you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Bolt Escape
- Dark Deal
- Surge
- Encase
- Rune Prison
Furthermore, Running out of Magicka is NEVER a cause of concern or death to a Stamina build...as long as they have stamina they don't die.
If a Magicka user runs out of either resource they are dead.....
Furthermore, a Magic user even casts Retreating Manauvers once his whole stam bar is mostly gone leaving him vulnerable to being CC and killed....a Stam user can spam magicka till the cows come home it will rarely get them killed.
Simply put, the 1st step towards balancing Magicka and Stamina is removing Dodge Roll and Break Free being dependent on Stamina. There needs to be a 4th resource that determines how much you can dodge or break free, and its value needs to be based on your Max health...the more Max Health you have, the more times you can dodge and break free. Health still remains its own independent pool and of course it doesn't cost you health to dodge,
it will just be another resource bar like your Horse endurance bar, the difference is the value of that endurance bar will be based on how much your max health is, and the only way to increase it is too increase your max health forcing both magicka and stamina builds to sacrifice damage(and shields) in return for the ability to dodge, block, or break free more...This is the 1st step to balancing these things.
Lasty, the Unchained passive just needs to be changed...its grossly OP...
RNG dodge chance(like Shuffle) needs to be reworked....i would suggest changing Shuffe to a Stamina Based Damage Shield skill
1 Morph increases Value and Duration
2nd Morph absorbs damage converting it to stamina(A stamina Version of Harness Magicka)
RNG dodge chance is just as bad as RNG damage procs for a healthy pvp environment.
Magicka and stam divide isnt really what youre making it out to be here. Youre also suggesting they institute something huge to CC break system which honestly, they cant do. Were waiting 4 months to get numbers right on damage abilities that are constantly over or undertuned.
It's also interesting to see someone like the person you quoted try out a stam build for the first time and come to the forums asking for advice on stamina management after realizing that yeah, your defenses infact do pull from the same pool as your heals and damage abilities, and that spamming them will empty it really fast.
Like Fengrush is asking for, I'd rather see individual tuning of abilities and sets than some major overhaul like they're hinting at for U13. Every time they do this it goes badly. Why can't they do incremental changes on a short schedule?
RinaldoGandolphi wrote: »The issue between magic builds and stamina builds is not about buffing one or the other. The issue lies WITH STAMINA and how it is used in the game system overall.
Right now, Stamina is used to:[*] Dodge roll
[*] Break Free
[*] Sprint
[*] Stamina Skills
[*] Block
With the 2 Bolded being the problem.
As we all know, this game is completely designed around CC to kill....its what it is...Outside of a group setting(anything works in a zerg) Magic Builds are at a disadvantage because they can't break CC as often as Stam builds can.
Prior to the Shield Nerf, Mag Sorcs were able to mask this clear cut design flaw by stacking shields which made up for them not being able to CC break 15 or 16 times like Stamina Builds can(Thanks Unchained) while still dealing damage.Magic Templars are only on par with Stamina right now because their Synergy with Heavy Armor and Healing Class skill lines allow them to use healing(Much like Mag Sorcs used Shields) to mask the game design flaw of Mag builds being unable to CC break on cooldown perpetually like stamina can.
Do you know all Stamina based Class abilities are 20% cheaper then their magic counterparts and also do more damage?
Do you know every Stamina based Weapon in the game has a 20% cost reduction passive? where is any magic weapon cost reduction?
Right now Stamina Builds get all of the benefits of hybrid builds(high damage, sustain, and survivability) without any of the penalties or drawbacks.
If your a Stamina Nightblade, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Cloak
- Shadow Image
- Double Take
- Fear
If your a Stamina Dragonknight, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Volatile Armor
- Igneous Shield
- Reflective Scales
- Fossilize
If your a Stamina Templar, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Sun Shield
- Restoring Aura
- Rune Focus
- Cleansing ritual
If your a Stamina Sorc you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Bolt Escape
- Dark Deal
- Surge
- Encase
- Rune Prison
Furthermore, Running out of Magicka is NEVER a cause of concern or death to a Stamina build...as long as they have stamina they don't die.
If a Magicka user runs out of either resource they are dead.....
Furthermore, a Magic user even casts Retreating Manauvers once his whole stam bar is mostly gone leaving him vulnerable to being CC and killed....a Stam user can spam magicka till the cows come home it will rarely get them killed.
Simply put, the 1st step towards balancing Magicka and Stamina is removing Dodge Roll and Break Free being dependent on Stamina. There needs to be a 4th resource that determines how much you can dodge or break free, and its value needs to be based on your Max health...the more Max Health you have, the more times you can dodge and break free. Health still remains its own independent pool and of course it doesn't cost you health to dodge,
it will just be another resource bar like your Horse endurance bar, the difference is the value of that endurance bar will be based on how much your max health is, and the only way to increase it is too increase your max health forcing both magicka and stamina builds to sacrifice damage(and shields) in return for the ability to dodge, block, or break free more...This is the 1st step to balancing these things.
Lasty, the Unchained passive just needs to be changed...its grossly OP...
RNG dodge chance(like Shuffle) needs to be reworked....i would suggest changing Shuffe to a Stamina Based Damage Shield skill
1 Morph increases Value and Duration
2nd Morph absorbs damage converting it to stamina(A stamina Version of Harness Magicka)
RNG dodge chance is just as bad as RNG damage procs for a healthy pvp environment.
One thing alot of people dont talk about is the fact vigor+mending+vitality pots is hands down the strongest, best heal right now for the cost. With 10 points in blessed it out heals any amount of damage that can be thrown at it in the spam it is active. Watch any streamer worth anything in pvp and vigor has a 90% uptime. As they engage, vigor, take dmg,vigor, ult combo about to happen pool rally keep vigor up. Nothing magika comes close to utility. healing ward, when it works, is a good o$4!7 button but does not have the utility or immediate benefit from vitality pots or mending.
Vigor magika morph, gg.
Yeah Magicka classes definitely couldn't press Harness Magicka (or hardened on a sorc) every 4.5 seconds to get a similar amount of protection - keeping in mind that you can't crit shields so the value of a shield goes further than the value of a heal.
Incremental changes are what the game lacks - and its the biggest cause for despair in balance. We get sweeping changes and content additions that cover up issues and replace them with new ones.
One thing alot of people dont talk about is the fact vigor+mending+vitality pots is hands down the strongest, best heal right now for the cost. With 10 points in blessed it out heals any amount of damage that can be thrown at it in the spam it is active. Watch any streamer worth anything in pvp and vigor has a 90% uptime. As they engage, vigor, take dmg,vigor, ult combo about to happen pool rally keep vigor up. Nothing magika comes close to utility. healing ward, when it works, is a good o$4!7 button but does not have the utility or immediate benefit from vitality pots or mending.
Vigor magika morph, gg.
Yeah Magicka classes definitely couldn't press Harness Magicka (or hardened on a sorc) every 4.5 seconds to get a similar amount of protection - keeping in mind that you can't crit shields so the value of a shield goes further than the value of a heal.
Hey @Kutsuu , math out vigor on a good set up and put it up against ward. No compairason unless its spammed like crazy
RinaldoGandolphi wrote: »The issue between magic builds and stamina builds is not about buffing one or the other. The issue lies WITH STAMINA and how it is used in the game system overall.
Right now, Stamina is used to:[*] Dodge roll
[*] Break Free
[*] Sprint
[*] Stamina Skills
[*] Block
With the 2 Bolded being the problem.
As we all know, this game is completely designed around CC to kill....its what it is...Outside of a group setting(anything works in a zerg) Magic Builds are at a disadvantage because they can't break CC as often as Stam builds can.
Prior to the Shield Nerf, Mag Sorcs were able to mask this clear cut design flaw by stacking shields which made up for them not being able to CC break 15 or 16 times like Stamina Builds can(Thanks Unchained) while still dealing damage.Magic Templars are only on par with Stamina right now because their Synergy with Heavy Armor and Healing Class skill lines allow them to use healing(Much like Mag Sorcs used Shields) to mask the game design flaw of Mag builds being unable to CC break on cooldown perpetually like stamina can.
Do you know all Stamina based Class abilities are 20% cheaper then their magic counterparts and also do more damage?
Do you know every Stamina based Weapon in the game has a 20% cost reduction passive? where is any magic weapon cost reduction?
Right now Stamina Builds get all of the benefits of hybrid builds(high damage, sustain, and survivability) without any of the penalties or drawbacks.
If your a Stamina Nightblade, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Cloak
- Shadow Image
- Double Take
- Fear
If your a Stamina Dragonknight, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Volatile Armor
- Igneous Shield
- Reflective Scales
- Fossilize
If your a Stamina Templar, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Sun Shield
- Restoring Aura
- Rune Focus
- Cleansing ritual
If your a Stamina Sorc you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Bolt Escape
- Dark Deal
- Surge
- Encase
- Rune Prison
Furthermore, Running out of Magicka is NEVER a cause of concern or death to a Stamina build...as long as they have stamina they don't die.
If a Magicka user runs out of either resource they are dead.....
Furthermore, a Magic user even casts Retreating Manauvers once his whole stam bar is mostly gone leaving him vulnerable to being CC and killed....a Stam user can spam magicka till the cows come home it will rarely get them killed.
Simply put, the 1st step towards balancing Magicka and Stamina is removing Dodge Roll and Break Free being dependent on Stamina. There needs to be a 4th resource that determines how much you can dodge or break free, and its value needs to be based on your Max health...the more Max Health you have, the more times you can dodge and break free. Health still remains its own independent pool and of course it doesn't cost you health to dodge,
it will just be another resource bar like your Horse endurance bar, the difference is the value of that endurance bar will be based on how much your max health is, and the only way to increase it is too increase your max health forcing both magicka and stamina builds to sacrifice damage(and shields) in return for the ability to dodge, block, or break free more...This is the 1st step to balancing these things.
Lasty, the Unchained passive just needs to be changed...its grossly OP...
RNG dodge chance(like Shuffle) needs to be reworked....i would suggest changing Shuffe to a Stamina Based Damage Shield skill
1 Morph increases Value and Duration
2nd Morph absorbs damage converting it to stamina(A stamina Version of Harness Magicka)
RNG dodge chance is just as bad as RNG damage procs for a healthy pvp environment.
This is excuse that people making for zerging. If you think that one class should outperform another in 1v1 you will never reach competitive content, at least in pvp.
It's also interesting to see someone like the person you quoted try out a stam build for the first time and come to the forums asking for advice on stamina management after realizing that yeah, your defenses infact do pull from the same pool as your heals and damage abilities, and that spamming them will empty it really fast.
Like Fengrush is asking for, I'd rather see individual tuning of abilities and sets than some major overhaul like they're hinting at for U13. Every time they do this it goes badly. Why can't they do incremental changes on a short schedule?
One thing alot of people dont talk about is the fact vigor+mending+vitality pots is hands down the strongest, best heal right now for the cost. With 10 points in blessed it out heals any amount of damage that can be thrown at it in the spam it is active. Watch any streamer worth anything in pvp and vigor has a 90% uptime. As they engage, vigor, take dmg,vigor, ult combo about to happen pool rally keep vigor up. Nothing magika comes close to utility. healing ward, when it works, is a good o$4!7 button but does not have the utility or immediate benefit from vitality pots or mending.
Vigor magika morph, gg.
Yeah Magicka classes definitely couldn't press Harness Magicka (or hardened on a sorc) every 4.5 seconds to get a similar amount of protection - keeping in mind that you can't crit shields so the value of a shield goes further than the value of a heal.
Hey @Kutsuu , math out vigor on a good set up and put it up against ward. No compairason unless its spammed like crazy
Not everyone has access to major mending, and saying it requires Vitality pots rules out all the other pots like the ones your magicka build is open to use. I'm sure once you min/max your Vigor on one of the classes that actually can do that, it performs as well or better than shields... The point I'm trying to make is that both options are strong, and trying to compare a fully min/maxed Vigor that pigeonholes you into a specific potion to shields is the only way you're going to come out ahead.
Magicka and stam divide isnt really what youre making it out to be here. Youre also suggesting they institute something huge to CC break system which honestly, they cant do. Were waiting 4 months to get numbers right on damage abilities that are constantly over or undertuned.
One thing alot of people dont talk about is the fact vigor+mending+vitality pots is hands down the strongest, best heal right now for the cost. With 10 points in blessed it out heals any amount of damage that can be thrown at it in the spam it is active. Watch any streamer worth anything in pvp and vigor has a 90% uptime. As they engage, vigor, take dmg,vigor, ult combo about to happen pool rally keep vigor up. Nothing magika comes close to utility. healing ward, when it works, is a good o$4!7 button but does not have the utility or immediate benefit from vitality pots or mending.
Vigor magika morph, gg.
Yeah Magicka classes definitely couldn't press Harness Magicka (or hardened on a sorc) every 4.5 seconds to get a similar amount of protection - keeping in mind that you can't crit shields so the value of a shield goes further than the value of a heal.
Hey @Kutsuu , math out vigor on a good set up and put it up against ward. No compairason unless its spammed like crazy
Not everyone has access to major mending, and saying it requires Vitality pots rules out all the other pots like the ones your magicka build is open to use. I'm sure once you min/max your Vigor on one of the classes that actually can do that, it performs as well or better than shields... The point I'm trying to make is that both options are strong, and trying to compare a fully min/maxed Vigor that pigeonholes you into a specific potion to shields is the only way you're going to come out ahead.
What you are really not getting is the healing available isnt close to even for Stam v Magika. Dont have mending? grind out malbeth. An option. Better yet, have mending? Use malbeth and get 6k vigor ticks. Combined with viper/black rose or widowmaker...
And how does my MDK HA user get shields of any noteworthy strength to use to substitute a lack of healing? On proc use abilities make up for this? Sorry, i got some irony in my soup.
Options. All im saying is if there are options, more diversity can happen. And incremental changes is the smartest thing said on here.
They have a PTS and a rabid fanbase. Quit using it as a showcase and use it to test ideas.
RinaldoGandolphi wrote: »The issue between magic builds and stamina builds is not about buffing one or the other. The issue lies WITH STAMINA and how it is used in the game system overall.
Right now, Stamina is used to:[*] Dodge roll
[*] Break Free
[*] Sprint
[*] Stamina Skills
[*] Block
With the 2 Bolded being the problem.
As we all know, this game is completely designed around CC to kill....its what it is...Outside of a group setting(anything works in a zerg) Magic Builds are at a disadvantage because they can't break CC as often as Stam builds can.
Prior to the Shield Nerf, Mag Sorcs were able to mask this clear cut design flaw by stacking shields which made up for them not being able to CC break 15 or 16 times like Stamina Builds can(Thanks Unchained) while still dealing damage.Magic Templars are only on par with Stamina right now because their Synergy with Heavy Armor and Healing Class skill lines allow them to use healing(Much like Mag Sorcs used Shields) to mask the game design flaw of Mag builds being unable to CC break on cooldown perpetually like stamina can.
Do you know all Stamina based Class abilities are 20% cheaper then their magic counterparts and also do more damage?
Do you know every Stamina based Weapon in the game has a 20% cost reduction passive? where is any magic weapon cost reduction?
Right now Stamina Builds get all of the benefits of hybrid builds(high damage, sustain, and survivability) without any of the penalties or drawbacks.
If your a Stamina Nightblade, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Cloak
- Shadow Image
- Double Take
- Fear
If your a Stamina Dragonknight, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Volatile Armor
- Igneous Shield
- Reflective Scales
- Fossilize
If your a Stamina Templar, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Sun Shield
- Restoring Aura
- Rune Focus
- Cleansing ritual
If your a Stamina Sorc you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Bolt Escape
- Dark Deal
- Surge
- Encase
- Rune Prison
Furthermore, Running out of Magicka is NEVER a cause of concern or death to a Stamina build...as long as they have stamina they don't die.
If a Magicka user runs out of either resource they are dead.....
Furthermore, a Magic user even casts Retreating Manauvers once his whole stam bar is mostly gone leaving him vulnerable to being CC and killed....a Stam user can spam magicka till the cows come home it will rarely get them killed.
Simply put, the 1st step towards balancing Magicka and Stamina is removing Dodge Roll and Break Free being dependent on Stamina. There needs to be a 4th resource that determines how much you can dodge or break free, and its value needs to be based on your Max health...the more Max Health you have, the more times you can dodge and break free. Health still remains its own independent pool and of course it doesn't cost you health to dodge,
it will just be another resource bar like your Horse endurance bar, the difference is the value of that endurance bar will be based on how much your max health is, and the only way to increase it is too increase your max health forcing both magicka and stamina builds to sacrifice damage(and shields) in return for the ability to dodge, block, or break free more...This is the 1st step to balancing these things.
Lasty, the Unchained passive just needs to be changed...its grossly OP...
RNG dodge chance(like Shuffle) needs to be reworked....i would suggest changing Shuffe to a Stamina Based Damage Shield skill
1 Morph increases Value and Duration
2nd Morph absorbs damage converting it to stamina(A stamina Version of Harness Magicka)
RNG dodge chance is just as bad as RNG damage procs for a healthy pvp environment.
Magicka and stam divide isnt really what youre making it out to be here. Youre also suggesting they institute something huge to CC break system which honestly, they cant do. Were waiting 4 months to get numbers right on damage abilities that are constantly over or undertuned.
It's also interesting to see someone like the person you quoted try out a stam build for the first time and come to the forums asking for advice on stamina management after realizing that yeah, your defenses infact do pull from the same pool as your heals and damage abilities, and that spamming them will empty it really fast.
Like Fengrush is asking for, I'd rather see individual tuning of abilities and sets than some major overhaul like they're hinting at for U13. Every time they do this it goes badly. Why can't they do incremental changes on a short schedule?
Incremental changes are what the game lacks - and its the biggest cause for despair in balance. We get sweeping changes and content additions that cover up issues and replace them with new ones.
Its getting brutal. All in all, stamina is a great solo/1vX setup - magicka is not built to function the same way, but can implement enough regen to sustain its stamina through fights - but not optimally when outnumbered. Stamina will disengage, magicka really cant.
When it comes to group play - magicka is outpacing stamina. I run small groups, and to do it optimally, I have 0 room for anything stam related. The only thing they are good for is working down extremely tanky builds more quickly than others... but magicka with destro ult will still do it better. Namely due to the fact that they can burn through block. But those targets generally dont matter much, they end up dying when you bust a new wave of players coming in.
Magicka and stamina will always bring different things to the table. The goal should be to have a vision where they bring a good variety while retaining balance from smaller to larger scale options. All in all, these issues go completely overlooked and are just painted over with new sets and new skills while trying to address the loudest concerns of the forum/community.
Joy_Division wrote: »RinaldoGandolphi wrote: »The issue between magic builds and stamina builds is not about buffing one or the other. The issue lies WITH STAMINA and how it is used in the game system overall.
Right now, Stamina is used to:[*] Dodge roll
[*] Break Free
[*] Sprint
[*] Stamina Skills
[*] Block
With the 2 Bolded being the problem.
As we all know, this game is completely designed around CC to kill....its what it is...Outside of a group setting(anything works in a zerg) Magic Builds are at a disadvantage because they can't break CC as often as Stam builds can.
Prior to the Shield Nerf, Mag Sorcs were able to mask this clear cut design flaw by stacking shields which made up for them not being able to CC break 15 or 16 times like Stamina Builds can(Thanks Unchained) while still dealing damage.Magic Templars are only on par with Stamina right now because their Synergy with Heavy Armor and Healing Class skill lines allow them to use healing(Much like Mag Sorcs used Shields) to mask the game design flaw of Mag builds being unable to CC break on cooldown perpetually like stamina can.
Do you know all Stamina based Class abilities are 20% cheaper then their magic counterparts and also do more damage?
Do you know every Stamina based Weapon in the game has a 20% cost reduction passive? where is any magic weapon cost reduction?
Right now Stamina Builds get all of the benefits of hybrid builds(high damage, sustain, and survivability) without any of the penalties or drawbacks.
If your a Stamina Nightblade, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Cloak
- Shadow Image
- Double Take
- Fear
If your a Stamina Dragonknight, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Volatile Armor
- Igneous Shield
- Reflective Scales
- Fossilize
If your a Stamina Templar, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Sun Shield
- Restoring Aura
- Rune Focus
- Cleansing ritual
If your a Stamina Sorc you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Bolt Escape
- Dark Deal
- Surge
- Encase
- Rune Prison
Furthermore, Running out of Magicka is NEVER a cause of concern or death to a Stamina build...as long as they have stamina they don't die.
If a Magicka user runs out of either resource they are dead.....
Furthermore, a Magic user even casts Retreating Manauvers once his whole stam bar is mostly gone leaving him vulnerable to being CC and killed....a Stam user can spam magicka till the cows come home it will rarely get them killed.
Simply put, the 1st step towards balancing Magicka and Stamina is removing Dodge Roll and Break Free being dependent on Stamina. There needs to be a 4th resource that determines how much you can dodge or break free, and its value needs to be based on your Max health...the more Max Health you have, the more times you can dodge and break free. Health still remains its own independent pool and of course it doesn't cost you health to dodge,
it will just be another resource bar like your Horse endurance bar, the difference is the value of that endurance bar will be based on how much your max health is, and the only way to increase it is too increase your max health forcing both magicka and stamina builds to sacrifice damage(and shields) in return for the ability to dodge, block, or break free more...This is the 1st step to balancing these things.
Lasty, the Unchained passive just needs to be changed...its grossly OP...
RNG dodge chance(like Shuffle) needs to be reworked....i would suggest changing Shuffe to a Stamina Based Damage Shield skill
1 Morph increases Value and Duration
2nd Morph absorbs damage converting it to stamina(A stamina Version of Harness Magicka)
RNG dodge chance is just as bad as RNG damage procs for a healthy pvp environment.
Magicka and stam divide isnt really what youre making it out to be here. Youre also suggesting they institute something huge to CC break system which honestly, they cant do. Were waiting 4 months to get numbers right on damage abilities that are constantly over or undertuned.
It's also interesting to see someone like the person you quoted try out a stam build for the first time and come to the forums asking for advice on stamina management after realizing that yeah, your defenses infact do pull from the same pool as your heals and damage abilities, and that spamming them will empty it really fast.
Like Fengrush is asking for, I'd rather see individual tuning of abilities and sets than some major overhaul like they're hinting at for U13. Every time they do this it goes badly. Why can't they do incremental changes on a short schedule?
Incremental changes are what the game lacks - and its the biggest cause for despair in balance. We get sweeping changes and content additions that cover up issues and replace them with new ones.
Its getting brutal. All in all, stamina is a great solo/1vX setup - magicka is not built to function the same way, but can implement enough regen to sustain its stamina through fights - but not optimally when outnumbered. Stamina will disengage, magicka really cant.
When it comes to group play - magicka is outpacing stamina. I run small groups, and to do it optimally, I have 0 room for anything stam related. The only thing they are good for is working down extremely tanky builds more quickly than others... but magicka with destro ult will still do it better. Namely due to the fact that they can burn through block. But those targets generally dont matter much, they end up dying when you bust a new wave of players coming in.
Magicka and stamina will always bring different things to the table. The goal should be to have a vision where they bring a good variety while retaining balance from smaller to larger scale options. All in all, these issues go completely overlooked and are just painted over with new sets and new skills while trying to address the loudest concerns of the forum/community.
Take out the Destro ult - like 90% of the community is calling for - and do you still feel the same way?
Just a few weeks ago, you shown in your tank video tactics centered on multi-dawnbreakers, which I would guess comes from stamina builds.
Now magicka gets a single new toy and all of a sudden magicka is bees knees?
I think magicka groups are strong simply because groups are strong. Being in a group allows your build to have weaknesses that other players can cover up, which is why magicka builds work with them. "Work" doesn't necessarily mean "better than stam." Nerf that destro-ult and I'd like to see your optimal group composition.
One thing alot of people dont talk about is the fact vigor+mending+vitality pots is hands down the strongest, best heal right now for the cost. With 10 points in blessed it out heals any amount of damage that can be thrown at it in the spam it is active. Watch any streamer worth anything in pvp and vigor has a 90% uptime. As they engage, vigor, take dmg,vigor, ult combo about to happen pool rally keep vigor up. Nothing magika comes close to utility. healing ward, when it works, is a good o$4!7 button but does not have the utility or immediate benefit from vitality pots or mending.
Vigor magika morph, gg.
Yeah Magicka classes definitely couldn't press Harness Magicka (or hardened on a sorc) every 4.5 seconds to get a similar amount of protection - keeping in mind that you can't crit shields so the value of a shield goes further than the value of a heal.
Hey @Kutsuu , math out vigor on a good set up and put it up against ward. No compairason unless its spammed like crazy
Not everyone has access to major mending, and saying it requires Vitality pots rules out all the other pots like the ones your magicka build is open to use. I'm sure once you min/max your Vigor on one of the classes that actually can do that, it performs as well or better than shields... The point I'm trying to make is that both options are strong, and trying to compare a fully min/maxed Vigor that pigeonholes you into a specific potion to shields is the only way you're going to come out ahead.
What you are really not getting is the healing available isnt close to even for Stam v Magika. Dont have mending? grind out malbeth. An option. Better yet, have mending? Use malbeth and get 6k vigor ticks. Combined with viper/black rose or widowmaker...
And how does my MDK HA user get shields of any noteworthy strength to use to substitute a lack of healing? On proc use abilities make up for this? Sorry, i got some irony in my soup.
Options. All im saying is if there are options, more diversity can happen. And incremental changes is the smartest thing said on here.
They have a PTS and a rabid fanbase. Quit using it as a showcase and use it to test ideas.
So a NB stam build (for example) is pigeonholed into Malubeth and viper/blackrose for your example to work out for them? Sounds legit. Gotta love that diversity.
Are you insinuating that Harness Magicka does not work when you are wearing heavy armor? I'm fairly certain there is no requirement to slot 5light or something in order to use that skill.
You might not have noticed it, but I mentioned my frustration with them not doing incremental changes quite a while ago in this thread. The other thing they don't seem capable of doing is admitting to mistakes and rolling them back when needed. They push out a messed up update then just give us the silent treatment until they make a wild series of nerfs/buffs that throws everything out of whack again.
A lot of the time on this forum, you will run into people making statements such as "ZoS needs to buff magika". This is issue is much more complex than it might sound.
The problem with balancing magika is that the gap between magika classes varies greatly. Whereas with Stamina, all of the classes are more the same. This is due to most stamina abilities being all-class abilities, and most magika abilities being class-locked abilities. Most stamina builds have many similarities with each other. Shuffle, rally, vigor, proc sets, etc- stamina builds all share these common traits. While magika builds share do not share so many common denominators.
Here just an example to help demonstrate this idea. This is using theoretical numbers to represent what current balance might look like, so do not take this example at face value.
Let's say we put each build on a scale from 1-10. Since all the stamina builds are so similar, they all have relatively similar levels in terms of balance. So our list may look like:
Stam Builds - 6/10
Mag Sorc - 6/10
Mag NB - 5/10
Mag Templar - 5/10
Mag DK - 4/10
3 of the 4 magika classes are clearly underperforming. If Zenimax gives a general buff to magika classes (lets assign this value to +2), our list may look like:
Stam Builds - 6/10
Mag Sorc - 8/10
Mag NB - 7/10
Mag Templar - 7/10
Mag DK - 6/10
Great, now mag DKs are brought back in line with stamina builds. However, mag Sorcs are now massively overperforming. As I'm sure most of you would agree, this is not better then the earlier situation. This is the type of result that would be expected if magika was to get a flat buff. The gap between magika classes makes it impossible to truely try to balance all the builds. Before a general magika can be applied, the gap between magika classes needs to be lessened. Unfortunately, this is extreme difficult to do. So when considering magika vs stamina build balance, the safest option for Zenimax is to balance the best magika class with all the other stamina builds, and leave the other magika builds in the dust.
I just wanted to address the notion that Zenimax should simply "buff magika" and demonstrate that it is not as simple as it might sound.
Joy_Division wrote: »RinaldoGandolphi wrote: »The issue between magic builds and stamina builds is not about buffing one or the other. The issue lies WITH STAMINA and how it is used in the game system overall.
Right now, Stamina is used to:[*] Dodge roll
[*] Break Free
[*] Sprint
[*] Stamina Skills
[*] Block
With the 2 Bolded being the problem.
As we all know, this game is completely designed around CC to kill....its what it is...Outside of a group setting(anything works in a zerg) Magic Builds are at a disadvantage because they can't break CC as often as Stam builds can.
Prior to the Shield Nerf, Mag Sorcs were able to mask this clear cut design flaw by stacking shields which made up for them not being able to CC break 15 or 16 times like Stamina Builds can(Thanks Unchained) while still dealing damage.Magic Templars are only on par with Stamina right now because their Synergy with Heavy Armor and Healing Class skill lines allow them to use healing(Much like Mag Sorcs used Shields) to mask the game design flaw of Mag builds being unable to CC break on cooldown perpetually like stamina can.
Do you know all Stamina based Class abilities are 20% cheaper then their magic counterparts and also do more damage?
Do you know every Stamina based Weapon in the game has a 20% cost reduction passive? where is any magic weapon cost reduction?
Right now Stamina Builds get all of the benefits of hybrid builds(high damage, sustain, and survivability) without any of the penalties or drawbacks.
If your a Stamina Nightblade, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Cloak
- Shadow Image
- Double Take
- Fear
If your a Stamina Dragonknight, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Volatile Armor
- Igneous Shield
- Reflective Scales
- Fossilize
If your a Stamina Templar, you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Sun Shield
- Restoring Aura
- Rune Focus
- Cleansing ritual
If your a Stamina Sorc you can stack EVERYTHING into Stamina and still use the following skills without penalty or loss of effectiveness:
- Bolt Escape
- Dark Deal
- Surge
- Encase
- Rune Prison
Furthermore, Running out of Magicka is NEVER a cause of concern or death to a Stamina build...as long as they have stamina they don't die.
If a Magicka user runs out of either resource they are dead.....
Furthermore, a Magic user even casts Retreating Manauvers once his whole stam bar is mostly gone leaving him vulnerable to being CC and killed....a Stam user can spam magicka till the cows come home it will rarely get them killed.
Simply put, the 1st step towards balancing Magicka and Stamina is removing Dodge Roll and Break Free being dependent on Stamina. There needs to be a 4th resource that determines how much you can dodge or break free, and its value needs to be based on your Max health...the more Max Health you have, the more times you can dodge and break free. Health still remains its own independent pool and of course it doesn't cost you health to dodge,
it will just be another resource bar like your Horse endurance bar, the difference is the value of that endurance bar will be based on how much your max health is, and the only way to increase it is too increase your max health forcing both magicka and stamina builds to sacrifice damage(and shields) in return for the ability to dodge, block, or break free more...This is the 1st step to balancing these things.
Lasty, the Unchained passive just needs to be changed...its grossly OP...
RNG dodge chance(like Shuffle) needs to be reworked....i would suggest changing Shuffe to a Stamina Based Damage Shield skill
1 Morph increases Value and Duration
2nd Morph absorbs damage converting it to stamina(A stamina Version of Harness Magicka)
RNG dodge chance is just as bad as RNG damage procs for a healthy pvp environment.
Magicka and stam divide isnt really what youre making it out to be here. Youre also suggesting they institute something huge to CC break system which honestly, they cant do. Were waiting 4 months to get numbers right on damage abilities that are constantly over or undertuned.
It's also interesting to see someone like the person you quoted try out a stam build for the first time and come to the forums asking for advice on stamina management after realizing that yeah, your defenses infact do pull from the same pool as your heals and damage abilities, and that spamming them will empty it really fast.
Like Fengrush is asking for, I'd rather see individual tuning of abilities and sets than some major overhaul like they're hinting at for U13. Every time they do this it goes badly. Why can't they do incremental changes on a short schedule?
Incremental changes are what the game lacks - and its the biggest cause for despair in balance. We get sweeping changes and content additions that cover up issues and replace them with new ones.
Its getting brutal. All in all, stamina is a great solo/1vX setup - magicka is not built to function the same way, but can implement enough regen to sustain its stamina through fights - but not optimally when outnumbered. Stamina will disengage, magicka really cant.
When it comes to group play - magicka is outpacing stamina. I run small groups, and to do it optimally, I have 0 room for anything stam related. The only thing they are good for is working down extremely tanky builds more quickly than others... but magicka with destro ult will still do it better. Namely due to the fact that they can burn through block. But those targets generally dont matter much, they end up dying when you bust a new wave of players coming in.
Magicka and stamina will always bring different things to the table. The goal should be to have a vision where they bring a good variety while retaining balance from smaller to larger scale options. All in all, these issues go completely overlooked and are just painted over with new sets and new skills while trying to address the loudest concerns of the forum/community.
Take out the Destro ult - like 90% of the community is calling for - and do you still feel the same way?
Just a few weeks ago, you shown in your tank video tactics centered on multi-dawnbreakers, which I would guess comes from stamina builds.
Now magicka gets a single new toy and all of a sudden magicka is bees knees?
I think magicka groups are strong simply because groups are strong. Being in a group allows your build to have weaknesses that other players can cover up, which is why magicka builds work with them. "Work" doesn't necessarily mean "better than stam." Nerf that destro-ult and I'd like to see your optimal group composition.