If they shut your mouth with magic you can't recite spells but you can still ram your sword into someone, even in complete silence.
The_Titan_Tim wrote: »An easy way to accomplish a Stamina version of Negate, would be to create a morph that puts immense weight on a player, similar to Encumbrance in prior TES games.
Dark Souls has an ability similar to what I’m talking about, it’s called Tranquil Walk of Peace,
here it is in action…
https://youtu.be/_EbBlAzqFq0
This could be an alternate morph option to replace the healing version of it, and would see so much playtime if it created a 70% or higher snare while also preventing roll dodge within the sphere.
Then how can you "Let loose a battle cry" in the case of, say, Vigor if your mouth is shut? Or spew Noxious Breath? It actually makes no sense if you want to use that reasoning.
Blood_again wrote: »Then how can you "Let loose a battle cry" in the case of, say, Vigor if your mouth is shut? Or spew Noxious Breath? It actually makes no sense if you want to use that reasoning.
Oh, that's simple.
Battle Cry is obviosly flows from the eyes.
Noxious Breath is from nostrils.
As for Vigor, I'm afraid it comes... umm... from the opposite side.
Solved!
That would be severely overpowered.
Characters affected by this physics-and-logic-defying "stamina negate" would be unable to use skills, block, roll dodge, sprint, etc. It would basically be a combination slow/stun. Negate for magicka is a silence, it blocks the casting of magicka-based abilities but does not affect a player's ability to do the above things. They can roll dodge, sprint, block, or otherwise simply get out of the bubble.
You want to talk about unfair? Giving players a baseline skill that makes other players unable to do anything at all to get away from you for the duration is unfair. Bombers, Necromancers and people running Dark Convergence, would have a field day with it, though, since no one would be able to escape the danger zone. It would also break stealth (which needs stamina to function.)
Would it really be that hard to exclude core combat abilities from the list? I don't think anyone is suggesting the Negate should stop those.
If there were a Stam-Negate magic characters could streak or mist form out. Which is arguably better than running or rolling.
The truth is honestly Stam-Negate wouldn't be as powerful as current Negate. The point of a negate is to stop a large group of players from healing for one or two seconds while they are ulti dumped. I don't think stopping Vigor is going to be as detrimental as stopping Breath of Life, Coag, Matriarch, Healthy Offering, Regen, etc etc.
Are we really going to drop a Negate just to make someone stop Dizzy Swinging us?
Because it was designed when the game barely had any stamina skills, but now, when we have "the same as magicka, but green skills" it absolutely should work on every skills with the exception of core-combat abilities for obvious reasons.
SeaGtGruff wrote: »Because it was designed when the game barely had any stamina skills, but now, when we have "the same as magicka, but green skills" it absolutely should work on every skills with the exception of core-combat abilities for obvious reasons.
I have to strongly disagree with that. If an ability is Stamina-based, you are using physical energy, not magical energy, and as such it makes no sense for a spell which specifically prevents the targeted person from being able to use magic would also prevent them from using their own physical energy.
Because it was designed when the game barely had any stamina skills, but now, when we have "the same as magicka, but green skills" it absolutely should work on every skills with the exception of core-combat abilities for obvious reasons.
If they shut your mouth with magic you can't recite spells but you can still ram your sword into someone, even in complete silence.
Then how can you "Let loose a battle cry" in the case of, say, Vigor if your mouth is shut? Or spew Noxious Breath? It actually makes no sense if you want to use that reasoning.
The real reason is that the skill is out of date considering how much the game has changed in the last 9 years.
SeaGtGruff wrote: »I have to strongly disagree with that. If an ability is Stamina-based, you are using physical energy, not magical energy, and as such it makes no sense for a spell which specifically prevents the targeted person from being able to use magic would also prevent them from using their own physical energy.
Summoning bound weapons from another dimension to fly near you isn't a martial thing.Arm yourself with the power of Oblivion for 40 seconds, causing your Light and Heavy Attacks to summon a Bound weapon for 10 seconds, up to 4 times.
Imbuing weapons with dark magic isn't a martial thingEncase your weapon in dark crystals for 6 seconds, causing your next two Light or Heavy Attacks to deal additional damage and reduce the target's Armor by 1000 for 5 seconds.
Turning yourself into air isn't martial thingManifest yourself as pure air, buffeting nearby enemies with wind dealing 478 Physical Damage every 2 seconds for 20 seconds.
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately, marking them for 6 seconds
Unearth a skeletal archer from the dirt to fight by your side for 20 seconds
Siphon the vigor from your enemies' blood, dealing 1742 Disease Damage to all nearby enemies.
PrinceShroob wrote: »SeaGtGruff wrote: »Because it was designed when the game barely had any stamina skills, but now, when we have "the same as magicka, but green skills" it absolutely should work on every skills with the exception of core-combat abilities for obvious reasons.
I have to strongly disagree with that. If an ability is Stamina-based, you are using physical energy, not magical energy, and as such it makes no sense for a spell which specifically prevents the targeted person from being able to use magic would also prevent them from using their own physical energy.
That's a specious distinction. Biting Jabs and Power of the Light, for example, are magical abilities and are not blocked by Negate Magic. Conversely, Shield Wall, Rapid Fire, Lacerate, and Berserker Strike are nonmagical but are blocked by Negate Magic by dint of being Ultimates. Negate Magic does not prevent using light and heavy attacks from staves despite these being manifestations of the caster's power. It also, to my knowledge, does not prevent using light and heavy attacks after activating Mend Wounds, despite these being literal beams of magic.
Most skills are magic to some degree--unless we assume that, say, surrounding yourself in a cloud of shrapnel that follows you around (Blade Cloak) is completely mundane merely because it costs Stamina, or that violently siphoning the spark of life from a corpse (Shocking Siphon) is not magic because it does not cost Magicka.
Negate Magic takes its name from the Silence magic effect in Morrowind and Oblivion, but Silence also never truly blocked only magic--because Morrowind lacked the "immune to Silence" flag on spells, it could also block alits' poisonous bite or netches' poisonous gas, even though those are presumably natural abilities rather than cast magic. It's much better to view Negate Magic within the context of the game, that it does not prevent using Stamina-costing abilities because many Stamina-costing skills are melee-ranged; Negate Magic would prevent a melee-ranged character from hitting anything standing within the area, while a ranged combatant--that is, someone using Magicka-costing abilities--can move outside the area and continue to strike what's within.
Balance is purely the reason for why Negate Magic does not affect Stamina-costing skills; it has nothing to do with semantic arguments over what is and isn't "magic."
SeaGtGruff wrote: »I have to strongly disagree with that. If an ability is Stamina-based, you are using physical energy, not magical energy, and as such it makes no sense for a spell which specifically prevents the targeted person from being able to use magic would also prevent them from using their own physical energy.
I would agree, but many stamina abilities don't have anything to do with physical prowless.Summoning bound weapons from another dimension to fly near you isn't a martial thing.Arm yourself with the power of Oblivion for 40 seconds, causing your Light and Heavy Attacks to summon a Bound weapon for 10 seconds, up to 4 times.Imbuing weapons with dark magic isn't a martial thingEncase your weapon in dark crystals for 6 seconds, causing your next two Light or Heavy Attacks to deal additional damage and reduce the target's Armor by 1000 for 5 seconds.Turning yourself into air isn't martial thingManifest yourself as pure air, buffeting nearby enemies with wind dealing 478 Physical Damage every 2 seconds for 20 seconds.Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately, marking them for 6 secondsUnearth a skeletal archer from the dirt to fight by your side for 20 secondsSiphon the vigor from your enemies' blood, dealing 1742 Disease Damage to all nearby enemies.
And so on and so on, you got my point. At this point non-weapon stamina skills are just a conventionality (with some exceptions), making them green and costing a green resource doesn't make them non-magical in any meaningful way. I can assume that these abilities use stamina as fuel, but it's still sorcery. And if we allow one conventionality then I don't see anything wrong with having another conventionality for the sake of balance.
The game already defines core-combat abilities as block, dodge, breakfree, bash, sprint, sneak, light attacks. So any ability that you can put on your bar should be silenced from my perspective. I understand that some abilities are indeed martial, but I stand that all of them must be silencable even if they don't exactly work from "lore" perspective, considering that the border between magicka and stamina skills as well as between magicka and stamina builds is non-existent and making exceptions over exceptions for trully martial skills is worse. Just a game mechanic and nothing more.SeaGtGruff wrote: »
And if you're going to suggest that "every skill" should be Negated except for "core-combat abilities," then perhaps you should define precisely what you consider to be a "core-combat ability," since your argument seems to be that abilities currently are categorized incorrectly as far as whether or not they involve some sort of magical action or effect. [Edit: What I'm trying to say there is that if the water is muddy so to speak as far as what's what, then we should try to make the water clearer, and in this case that means being more specific rather than being less specific.]
The game already defines core-combat abilities as block, dodge, breakfree, bash, sprint, sneak, light attacks. So any ability that you can put on your bar should be silenced from my perspective. I understand that some abilities are indeed martial, but I stand that all of them must be silencable even if they don't exactly work from "lore" perspective, considering that the border between magicka and stamina skills as well as between magicka and stamina builds is non-existent and making exceptions over exceptions for trully martial skills is worse. Just a game mechanic and nothing more.SeaGtGruff wrote: »
And if you're going to suggest that "every skill" should be Negated except for "core-combat abilities," then perhaps you should define precisely what you consider to be a "core-combat ability," since your argument seems to be that abilities currently are categorized incorrectly as far as whether or not they involve some sort of magical action or effect. [Edit: What I'm trying to say there is that if the water is muddy so to speak as far as what's what, then we should try to make the water clearer, and in this case that means being more specific rather than being less specific.]
(edit because posted not the whole message).
Whoa this got moved to "players helping players" section? How is any of this about Players helping Players? How about "Combat and character mechanics" at least?
Dead thread I guess.
I don't think stuns are the antithesis to silences. Someone who is stunned can't cast magic abilities either. There really should be something in the game that acts as a silence for stam abilities not including core combat abilities. Let's use the word skills instead if that's easier to wrap our minds around.
You forget than stamina users have much higher stamina pools and way higher stamina recoveries than a magicka user. So by ur own very logic if a magicka user has 10k stamina and breakfree costs 5k. He is now loosing 50% of his stamina which is double of the stamina users 25% whilst simultaneously having less stamina recovery and not being able to cast any abilities
El_Borracho wrote: »You forget than stamina users have much higher stamina pools and way higher stamina recoveries than a magicka user. So by ur own very logic if a magicka user has 10k stamina and breakfree costs 5k. He is now loosing 50% of his stamina which is double of the stamina users 25% whilst simultaneously having less stamina recovery and not being able to cast any abilities
And you forget that the magicka resource on a stamina character is mostly useless, as you have acknowledged in your argument that Negate has no effect on a stamina character. Again, can you use magicka to sprint? Break free? So its not the same.
If it were the same, a stamina character hit with a CC should be able to use magicka to get away. But since you can't, if you hit a stamina player with a Negate that effects stamina the same way it effects magicka, you suddenly have a character that can't use any skills, AND can't break free, sprint, block, etc. Heck, at that point, both magicka and stamina are stuck and these boards light up complaining that Negate is OP and needs to be nerfed.
Any skill that you can slot on a bar - Negate should shut down