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Getting to the root of the stamina/magicka problem.

  • Rune_Relic
    Rune_Relic
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    Rune_Relic wrote: »
    Kego wrote: »
    We have to see as well how good the morphed Healing Spring will be, with its Stamina Regen attached to it, coming in Patch 1.4 and the Dragonstar Arena.

    Could help at least in Premade Groups to get enought Stamina Regen for DMG.

    It's pretty much just saying to me though, pick up a staff because magic or stamina, that's the only way you should be playing.

    Say what ??? Using a spell and staff to provide stamina ?
    WTAF!

    Rather have stamina pots 2x regen or something.
    Why the hell would a stamina build be rocking a staff ?

    Healing Springs (see Kego's post above) is a Resto staff ability.

    and....If I have melee weapon on 1 set and bow on 2 set.....where do I place said staff ?

    I can only assume ZOS has been infiltrated by Sheogorath and this confounded staff is in fact called wabbajack.

    The cheese is strong with these ones!
    Edited by Rune_Relic on 6 September 2014 19:05
    Anything that can be exploited will be exploited
  • CapuchinSeven
    CapuchinSeven
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    Yeah, it's kinda dumb. I think the main point is that in raids, healers will be using it and spamming as they do now (which is why Equilibrium is so powerful, as the health loss means nothing in a raid) but as it stands it feels like it's yet another reason to use a staff.

    Opening up the passives on other weapons would help some, people might move away from the damage boost from resto staff, like the DW passives should work as long as you're using DW and not just to DW hits. I use two daggers on my magic NB build and I can get my critical chance up to 30% in light armour thanks to Twin Blade and Blunt.
    Edited by CapuchinSeven on 7 September 2014 08:21
  • quetzatli
    quetzatli
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    resto staff restore magika with heavy or light attack it s a passive ability why there is not the same passive ability with weapon?
    Edited by quetzatli on 7 September 2014 10:00
  • khele23eb17_ESO
    khele23eb17_ESO
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    quetzatli wrote: »
    resto staff restore magika with heavy or light attack it s a passive ability why there is not the same passive ability with weapon?

    Probably because there isnt a stamina based healing weapon.
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Shaun98ca2
    Shaun98ca2
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    Rune_Relic wrote: »
    Kego wrote: »
    We have to see as well how good the morphed Healing Spring will be, with its Stamina Regen attached to it, coming in Patch 1.4 and the Dragonstar Arena.

    Could help at least in Premade Groups to get enought Stamina Regen for DMG.

    It's pretty much just saying to me though, pick up a staff because magic or stamina, that's the only way you should be playing.
    Why the hell would a stamina build be rocking a staff ?

    I find this quote funny.

    The entire basis of the game is to make ANY build you want. The idea behind certain game mechanics is so that a Stamina build CAN pick up a Staff and still feel useful.

    Technically a Magicka based build is supposed to pick up any weapon and remain just as powerful regardless of weapon choice. IE BattleMage.

    But as the game currently stands if your Magicka build ISNT using a Restro Staff your simply doing it wrong an gimping yourself as Restro Staff is the BEST weapon of choice for any Magicka build due to Magicka gain and slight healing.

    Destro Staff would be 2nd very close to a tie with Restro staff simply due to Impluse but Weapon swap makes dealing with that a breeze also just weapon swap when you need to use Heavy Attack.
  • Kego
    Kego
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    And it would be fine.
    Have we issues with Stamina during grinding or Questing solo? No.
    Have we issues with Stamina during Solo PvP? Mostly - no.

    Have we issues with Stamina in lager scale battles? Indeed
    Have we issues with Stamina in VR Dungeons and Trails? Indeed

    And there for I would like the option of Stamina regen via Healing Springs through the Healer in the Party.

    It shouldn't be the goal to never have issues with Stamina no matter what content is done. Cause even as Magicka User you can run out if Magicka in Solo PvE and in PvP.
    Edited by Kego on 8 September 2014 07:11
  • CapuchinSeven
    CapuchinSeven
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    I don't think anyone is saying that it's not clear that a resto staff isn't optimal, but it's a lie to say that it's pointless to take anything else (or at least you can get some use out of other weapons).

    For example my magicka melee Nightblade, in 5 light armour and two daggers I can still hold a critical chance of 30%. That might not seem important but the impenetrable trait in PVP has still stopped me getting critical hits after the100% critical chance from Shadowy Disguise. I sit at 130% now and it never fails.

    My weapon swap is two a sword and shield and find the passives there really useful again. I've never felt the need to carry a resto staff and never have a problem putting resto staff Nightblades into the ground.
  • Invictus13
    Invictus13
    Soul Shriven
    Here are the things I value the most in all that has been said:

    -Reduce the stamina cost of dodge/parry : this can be easily achieved by fixing the amount to the base stamina pool every player has before spending his attribute points. Thus the cost would be a certain percentage of the 1100 or so stamina points every one has, and stamina based builds having 2000+ stamina would be able to use those abilities a lot more often, giving them a special edge over other builds. To me a trained athlete can outperform a scholar in robe easily, and this change would fit in perfectly.

    -Give more sense to heavy armor by giving more armor rating difference between the skill lines. For example light gives 100 armor, medium 200 and heavy 300. Increasing accordingly the soft cap would make heavy armor a true choice regarding damage reduction, from both physical and spell damage. Heavy armor is a passive defense against threats, regardless of their origin, whereas spell shields and the like are active defense, focus on magical threats. My point being light armor does not protect better than heavy against magical attacks, it only provides more resources for the user to cast active defense ability.

    -Heavy armor is currently only health related and does not allow a viable damage dealer solution. Allowing some skills to increase raw damage output could be the way to see heavy armor dps. Some other mmo have explored this path, making incoming damage part of the damage output resource (rage mechanic in WoW).

    -Then the weapons skill lines lack in versatility compared to destruction staff abilities. Tweaking those skills to provide the same practicality in PvE/PvP would also balance the different builds. A mage gains a lot of dps by not having to close in range to dps a target compared to a CaC dps, and the bow AoE is less practical than the impulse skill of destruction staff if the targets are moving.

    Resolving those problems would be a major step forward for this amazing game, and I feel like TESO team is not communicating enough to the community on the subject. I think more feedback should be provided to the players on how each point is considered/being changed/rejected. This forum is the opportunity for us to express our concerns, needs and opinions, but it's also a chance for the developers to interact, ask questions, and give feedback.

    In my professional life, a project is more successful when both the client and the project team exchange ideas, it works both ways. You have a free brainstorming going on the forums, with very valid arguments being made by experienced and mature players, use it !

    So, please, tell us what you think of all those problems, ideas, so that we can all work on it !
    Edited by Invictus13 on 8 September 2014 15:43
  • jamie.goddenrwb17_ESO
    Invictus13 wrote: »
    Here are the things I value the most in all that has been said:

    -Reduce the stamina cost of dodge/parry : this can be easily achieved by fixing the amount to the base stamina pool every player has before spending his attribute points. Thus the cost would be a certain percentage of the 1100 or so stamina points every one has, and stamina based builds having 2000+ stamina would be able to use those abilities a lot more often, giving them a special edge over other builds. To me a trained athlete can outperform a scholar in robe easily, and this change would fit in perfectly.

    -Give more sense to heavy armor by giving more armor rating difference between the skill lines. For example light gives 100 armor, medium 200 and heavy 300. Increasing accordingly the soft cap would make heavy armor a true choice regarding damage reduction, from both physical and spell damage. Heavy armor is a passive defense against threats, regardless of their origin, whereas spell shields and the like are active defense, focus on magical threats. My point being light armor does not protect better than heavy against magical attacks, it only provides more resources for the user to cast active defense ability.

    -Heavy armor is currently only health related and does not allow a viable damage dealer solution. Allowing some skills to increase raw damage output could be the way to see heavy armor dps. Some other mmo have explored this path, making incoming damage part of the damage output resource (rage mechanic in WoW).

    -Then the weapons skill lines lack in versatility compared to destruction staff abilities. Tweaking those skills to provide the same practicality in PvE/PvP would also balance the different builds. A mage gains a lot of dps by not having to close in range to dps a target compared to a CaC dps, and the bow AoE is less practical than the impulse skill of destruction staff if the targets are moving.

    Resolving those problems would be a major step forward for this amazing game, and I feel like TESO team is not communicating enough to the community on the subject. I think more feedback should be provided to the players on how each point is considered/being changed/rejected. This forum is the opportunity for us to express our concerns, needs and opinions, but it's also a chance for the developers to interact, ask questions, and give feedback.

    In my professional life, a project is more successful when both the client and the project team exchange ideas, it works both ways. You have a free brainstorming going on the forums, with very valid arguments being made by experienced and mature players, use it !

    So, please, tell us what you think of all those problems, ideas, so that we can all work on it !

    Or make block/dodge cost a fixed amount instead of a percentage.

    Either way, you've nailed pretty much everything. :)
    I can has typing!
  • Shaun98ca2
    Shaun98ca2
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    So lets look at a few things when it comes to Magicka Versus Stamina.

    ALL weapons in the game have their Light/Heavy Attack scale with Stamina. This means a Stamina user can pick up ANY weapon and be good with it. The Stamina user has access to Magicka abilities and Stamina abilities IF its a Stamina based Weapon.

    Lets take a Magicka user (exclude ALL Magicka gain) this character would have a HIGH threshold for DPS but limited to their Magicka resource when its out don't expect much from the user.

    Stamina on the other hand would have lower damage but much much more access to it than a Magicka user. If the Stamina user is using a Stamina based weapon they can now use Stamina AND Magicka for DPS PLUS their increased Light/Heavy attacks keeping up a much more consistent DPS even after they have ran out of resources versus that of a Magicka user with no Magicka.

    Now at the same time a Stamina user can also pick up a STAFF and use it as well but to a lesser effect but again still increased Light/Heavy Attacks (probably why Destro Staff has a higher DPS threshold for Light/Heavy Attacks versus Melee weapons) as well as usage of Magicka abilities AND increased survivability due to all the excess Stamina.

    These are some things that need to be taken into consideration when balancing Magicka versus Stamina.

    Other HUGE imbalance is Magicka users simply DONT run out of Magicka due to all the Magicka gain.

    The resource system was MEANT to be restrictive but now we have just danced around that but now only Stamina is restrictive.

    The resource system either needs to be restrictive or simply be removed. WHY have it if its NOT going to be restrictive?
  • GreyPilgrim
    GreyPilgrim
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    Lynx7386 wrote: »
    Part of the "only sticks and dresses work" mentality is left-over sentiment from when vet zones were much harder, and before any of the stamina build balancing changes were put into effect.

    Realistically, they're not all that far apart anymore. To any min/maxer, however, spell builds are still the way to go. Compared to the destruction and restoration staff skill lines, the dual wield, 2h, shield, and bow lines all look very poorly cobbled together from abilities that do not synergize well with each other or with class skill trees. The way the trees are fundamentally designed causes issues with their use, and even if the balancing act is a little better now than it used to be, it's still clear to anyone trying to make the absolute best of their character's build that you need to use a staff and light armor.



    There's a few core issues between magicka(staff) and stamina(melee) builds right now:


    1. Stat Synergies:
    All class skill trees, and all class abilities, scale with spell power and magicka. MOST class abilities also scale with spell critical chance (a few use weapon critical instead). If you're putting together a magicka-based build using a staff, you're going to want to maximize your magicka, spell power, and spell critical chance. The restoration and destruction staff skill lines scale with those same stats (some of the attacks use weapon power, but will still benefit in some way from spell power or magicka). If your'e putting together a melee weapon build, however, you're encouraged to use stats which do not synergize with what your class skill trees need.

    The end result is that if you want to use a melee weapon and have that weapon not suck, you need to gimp your own class skills in exchange. A staff user will always have more powerful class -and- weapon abilities at his or her disposal, while a melee/bow user will always sacrafice one or the other, and not for any real gain.



    2. Armor Passives:
    The light armor skill line offers a blanket cost reduction to all magicka-using abilities, as well as a small amount of spell critical chance, high spell penetration, and magicka regeneration. For a build that uses a staff and magicka abilities, all of your class abilities will benefit from the spell penetration and reduced cost light armor provides.
    The medium armor skill line offers weapon critical chance, stamina regeneration, and reduced stamina costs, as well as some haste. The weapon critical chance will apply to a few class abilities, but not most. The stamina regeneration, reduced stamina costs, and haste do not affect -any- of your class abilities, only weapon abilities.
    The heavy armor skill line offers some increased melee weapon damage, but comes horribly short on all other stat perks. That weapon damage increase also doesnt effect any of your class abilities.

    With all that in mind, why would you go with anything BUT light armor? The one situation where medium armor 'kind of' works is for a nightblade using melee-crit-based class abilities in conjunction with weapon abilities, but the fact remains that other than a bit of critical chance your class abilities arent benefitting from your armor at all. Heavy armor provides no benefit whatsoever to class abilities.

    Additionally, with the huge percentage of players running spell builds right now, the light armor line is offering you massive spell resistance through passives - so you're guaranteed to have more actual defense against enemy players than you would in medium or heavy armor.



    3. Resource division:
    Dodging, blocking, interrupting/bashing, sprinting, stealthing, and CC breaking are all tied to stamina. Magicka has no innate skills tied to it. For a spell/staff based build, this means that you have your -entire- primary resource pool (magicka) to do whatever you want, and you will always have your entire backup resource pool (stamina) to sprint, block, bash, cc break, or whathaveyou. A melee/stamina build, on the other hand, always has to reserve stamina for these innate skills, and gains no secondary benefits from magicka like a spell user gains from stamina. Not only does this make resouce management more difficult, it means that you're having to split one resource pool between offense and defense, while spell builds have one resource pool for offense and defense, and a second resource pool for additional defense.



    4. Skill Tree Design:
    Probably the topic that concerns me most here, at the moment, is how poorly designed melee weapon trees are compared to the staff skill trees.

    In the destruction staff skill line, you have amazing synergy between weakness to elements, force shock, and impulse - they all benefit from one another. This gives you massive debuffing, single target damage, and area damage in three skills that all work well enough with one another to be put on the same weapon bar. On top of those, you've got moderately good control via destructive touch, and additional area damage through wall of elements.
    Through passives, the different staff types (fire/ice/shock) provide you with a little bit of personal choice in how you want your character to play - pure damage, tank-ish, or control based.

    In the restoration staff line, you get an innate 10% damage bonus (at least, when at full health) to all abilities - including class abilities. You can also throw combat prayer on your bar (which always hits you as well as allies in front of you) for an extra 11% damage bonus. Healing notwithstanding, that's 21% additional damage output from all of your class abilities just for using one skill slot and having a restoration staff equipped.

    Both of these weapon types can attack from range, and all abilities within these trees benefit from the same stats you use to boost your class abilities.

    Move on to melee weapons and you find very little comparable synergy in the skill trees. 1h/shield probably has the best self-synergy, with abilities like ransack to boost your armor on use, and defensive posture to passively increase block mitigation and reduce block cost. Everything about the 1h tree is based on reducing enemy damage though, which doesnt really help you in most situations. Even tanks prefer to just use the passives from the shield line and focus on magic-based class abilities, with light armor - some even forgo the shield entirely and rely on the extra damage or defense from the staff lines instead.

    The dual wield tree has twin slashes for a spammable attack - but almost all of it's damage is dot-based, which doesnt work when spamming the ability. Flurry does respectable damage, but because it's classified as a channeled dot instead of several individual attacks, only the initial hit will proc weapon enchants or class effects like siphoning attacks. Whirlwind is an aoe execute, which is great when enemies are low on health, but you have to get them there first, and the dual wield line lacks any form of reasonable AoE damage. You either have to give up your best single-target damage ability (flying blade) to get a moderately decent cone aoe (shrouded daggers), or you have to give up your only source of increased single target damage (heated blades) for an aoe that only works on the weakest of enemies and is useless against champions and bosses (ember explosion).
    You have a passive to increase damage against stunned, disoriented, immobilized, or silenced enemies... but none of the dual wield abilities do that on demand. the best you've got is disorient from blinding flurry, which is only a 4% chance per hit to disorient.
    The best part about the entire dual wield line, better than any of it's abilities or other passives, is twin blade and blunt with dual daggers, which will give you 10% extra weapon critical - and again, that will only apply to a select few skills outside the dual wield tree.

    The two handed weapon line is the worst of the bunch. You have no spammable damage ability: only cleave (which puts 75% of it's damage in the form of a dot, which wont work when spamming it) and uppercut (with a cast time, and wrecking blow cant even benefit from it's own damage bonus). Reverse slash is inferior in every way to class execute abilities even when you're heavily stacked on weapon damage and weapon crit chance. Critical charge is probably the best ability in the entire 2handed line, and might actually be enough to make the 2h line worth investing into if it were usable at point blank range for the damage alone. Class based gap closers are more efficient for getting into melee range, and it's a DPS loss to move outside of the dead zone to charge in for damage purposes.
    Momentum is probably the worst-designed ability in the entire game, in my opinion. It takes 20 seconds to get to your full 20% damage bonus (whereas with power extraction I can get up to 99% damage bonus instantly, while dealing damage to everything around me). That 20% damage bonus only applies to your weapon attacks, not to any class abilities. The morphs are what really make momentum terrible: you either have to wait a full 20 seconds to get a weak heal once the buff ends (and really, who can plan to need a heal 20 seconds from now in a game where death happens in less than half that time?), or you have to forgo 10% of your damage bonus because you're spamming the ability as a root-break.
    The 2handed passives dont seem to have much focus either - you can get splash damage (weak splash damage at that, and only on basic attacks), but that splash damage only applies to a single target. Useless when almost all aoe situations in the game involve half a dozen enemies or more. You can invest in arcane fighter to boost status effects, but you gain less benefit from those effects than someone using a destruction staff (who has spammable abilities that can apply them at 40% or greater proc chance). Lastly you get stamina regeneration when killing a target, but with all of the above issues are you actually going to benefit that much? Chances are you arent killing anything, and without any spammable damage skills you wont be using enough stamina for it to matter.




    Everything about this game makes me think that the developers added melee and stamina as an afterthought. All of the innovation and imagination and ideas were used up on the magicka side of things, and by the time they got around to doing melee and stamina they just said "ah, frak it, we're done".

    Can you get by using medium/heavy armor and melee weapons? Yes. You may struggle at times, but you can manage, especially now that they've nerfed veteran content.

    Is magicka statistically advantaged? Definitely. Any minmaxer can point to the numbers, it's right there in the open for everyone to see. The only reason you have people who -dont- use a staff and dress is because they're either stubborn, ignorant, or dont care how effective their character is.

    This. I don't think though that the stam stuff was an afterthought, so much as it just wasn't thought out. The points you make here simply never made it into the development thinking, and now any changes they make will look drastic, so they're stalling on solutions.

    honestly, I think the game needs a whole new energy pool for weapon abilities to pull from (that ALL weapon abilities would pull from, including staves), with sneak, sprint, dodge roll, cc break all pulling from a separate pool. As long as weapon abilities are pulling from the same pool, they are always going to be at a disadvantage.

    But, ZOMG, how the lore freaks will respond if we were to add something that wasn't in previous TES games...
  • Shaun98ca2
    Shaun98ca2
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    Lynx7386 wrote: »
    Part of the "only sticks and dresses work" mentality is left-over sentiment from when vet zones were much harder, and before any of the stamina build balancing changes were put into effect.

    Realistically, they're not all that far apart anymore. To any min/maxer, however, spell builds are still the way to go. Compared to the destruction and restoration staff skill lines, the dual wield, 2h, shield, and bow lines all look very poorly cobbled together from abilities that do not synergize well with each other or with class skill trees. The way the trees are fundamentally designed causes issues with their use, and even if the balancing act is a little better now than it used to be, it's still clear to anyone trying to make the absolute best of their character's build that you need to use a staff and light armor.



    There's a few core issues between magicka(staff) and stamina(melee) builds right now:


    1. Stat Synergies:
    All class skill trees, and all class abilities, scale with spell power and magicka. MOST class abilities also scale with spell critical chance (a few use weapon critical instead). If you're putting together a magicka-based build using a staff, you're going to want to maximize your magicka, spell power, and spell critical chance. The restoration and destruction staff skill lines scale with those same stats (some of the attacks use weapon power, but will still benefit in some way from spell power or magicka). If your'e putting together a melee weapon build, however, you're encouraged to use stats which do not synergize with what your class skill trees need.

    The end result is that if you want to use a melee weapon and have that weapon not suck, you need to gimp your own class skills in exchange. A staff user will always have more powerful class -and- weapon abilities at his or her disposal, while a melee/bow user will always sacrafice one or the other, and not for any real gain.



    2. Armor Passives:
    The light armor skill line offers a blanket cost reduction to all magicka-using abilities, as well as a small amount of spell critical chance, high spell penetration, and magicka regeneration. For a build that uses a staff and magicka abilities, all of your class abilities will benefit from the spell penetration and reduced cost light armor provides.
    The medium armor skill line offers weapon critical chance, stamina regeneration, and reduced stamina costs, as well as some haste. The weapon critical chance will apply to a few class abilities, but not most. The stamina regeneration, reduced stamina costs, and haste do not affect -any- of your class abilities, only weapon abilities.
    The heavy armor skill line offers some increased melee weapon damage, but comes horribly short on all other stat perks. That weapon damage increase also doesnt effect any of your class abilities.

    With all that in mind, why would you go with anything BUT light armor? The one situation where medium armor 'kind of' works is for a nightblade using melee-crit-based class abilities in conjunction with weapon abilities, but the fact remains that other than a bit of critical chance your class abilities arent benefitting from your armor at all. Heavy armor provides no benefit whatsoever to class abilities.

    Additionally, with the huge percentage of players running spell builds right now, the light armor line is offering you massive spell resistance through passives - so you're guaranteed to have more actual defense against enemy players than you would in medium or heavy armor.



    3. Resource division:
    Dodging, blocking, interrupting/bashing, sprinting, stealthing, and CC breaking are all tied to stamina. Magicka has no innate skills tied to it. For a spell/staff based build, this means that you have your -entire- primary resource pool (magicka) to do whatever you want, and you will always have your entire backup resource pool (stamina) to sprint, block, bash, cc break, or whathaveyou. A melee/stamina build, on the other hand, always has to reserve stamina for these innate skills, and gains no secondary benefits from magicka like a spell user gains from stamina. Not only does this make resouce management more difficult, it means that you're having to split one resource pool between offense and defense, while spell builds have one resource pool for offense and defense, and a second resource pool for additional defense.



    4. Skill Tree Design:
    Probably the topic that concerns me most here, at the moment, is how poorly designed melee weapon trees are compared to the staff skill trees.

    In the destruction staff skill line, you have amazing synergy between weakness to elements, force shock, and impulse - they all benefit from one another. This gives you massive debuffing, single target damage, and area damage in three skills that all work well enough with one another to be put on the same weapon bar. On top of those, you've got moderately good control via destructive touch, and additional area damage through wall of elements.
    Through passives, the different staff types (fire/ice/shock) provide you with a little bit of personal choice in how you want your character to play - pure damage, tank-ish, or control based.

    In the restoration staff line, you get an innate 10% damage bonus (at least, when at full health) to all abilities - including class abilities. You can also throw combat prayer on your bar (which always hits you as well as allies in front of you) for an extra 11% damage bonus. Healing notwithstanding, that's 21% additional damage output from all of your class abilities just for using one skill slot and having a restoration staff equipped.

    Both of these weapon types can attack from range, and all abilities within these trees benefit from the same stats you use to boost your class abilities.

    Move on to melee weapons and you find very little comparable synergy in the skill trees. 1h/shield probably has the best self-synergy, with abilities like ransack to boost your armor on use, and defensive posture to passively increase block mitigation and reduce block cost. Everything about the 1h tree is based on reducing enemy damage though, which doesnt really help you in most situations. Even tanks prefer to just use the passives from the shield line and focus on magic-based class abilities, with light armor - some even forgo the shield entirely and rely on the extra damage or defense from the staff lines instead.

    The dual wield tree has twin slashes for a spammable attack - but almost all of it's damage is dot-based, which doesnt work when spamming the ability. Flurry does respectable damage, but because it's classified as a channeled dot instead of several individual attacks, only the initial hit will proc weapon enchants or class effects like siphoning attacks. Whirlwind is an aoe execute, which is great when enemies are low on health, but you have to get them there first, and the dual wield line lacks any form of reasonable AoE damage. You either have to give up your best single-target damage ability (flying blade) to get a moderately decent cone aoe (shrouded daggers), or you have to give up your only source of increased single target damage (heated blades) for an aoe that only works on the weakest of enemies and is useless against champions and bosses (ember explosion).
    You have a passive to increase damage against stunned, disoriented, immobilized, or silenced enemies... but none of the dual wield abilities do that on demand. the best you've got is disorient from blinding flurry, which is only a 4% chance per hit to disorient.
    The best part about the entire dual wield line, better than any of it's abilities or other passives, is twin blade and blunt with dual daggers, which will give you 10% extra weapon critical - and again, that will only apply to a select few skills outside the dual wield tree.

    The two handed weapon line is the worst of the bunch. You have no spammable damage ability: only cleave (which puts 75% of it's damage in the form of a dot, which wont work when spamming it) and uppercut (with a cast time, and wrecking blow cant even benefit from it's own damage bonus). Reverse slash is inferior in every way to class execute abilities even when you're heavily stacked on weapon damage and weapon crit chance. Critical charge is probably the best ability in the entire 2handed line, and might actually be enough to make the 2h line worth investing into if it were usable at point blank range for the damage alone. Class based gap closers are more efficient for getting into melee range, and it's a DPS loss to move outside of the dead zone to charge in for damage purposes.
    Momentum is probably the worst-designed ability in the entire game, in my opinion. It takes 20 seconds to get to your full 20% damage bonus (whereas with power extraction I can get up to 99% damage bonus instantly, while dealing damage to everything around me). That 20% damage bonus only applies to your weapon attacks, not to any class abilities. The morphs are what really make momentum terrible: you either have to wait a full 20 seconds to get a weak heal once the buff ends (and really, who can plan to need a heal 20 seconds from now in a game where death happens in less than half that time?), or you have to forgo 10% of your damage bonus because you're spamming the ability as a root-break.
    The 2handed passives dont seem to have much focus either - you can get splash damage (weak splash damage at that, and only on basic attacks), but that splash damage only applies to a single target. Useless when almost all aoe situations in the game involve half a dozen enemies or more. You can invest in arcane fighter to boost status effects, but you gain less benefit from those effects than someone using a destruction staff (who has spammable abilities that can apply them at 40% or greater proc chance). Lastly you get stamina regeneration when killing a target, but with all of the above issues are you actually going to benefit that much? Chances are you arent killing anything, and without any spammable damage skills you wont be using enough stamina for it to matter.




    Everything about this game makes me think that the developers added melee and stamina as an afterthought. All of the innovation and imagination and ideas were used up on the magicka side of things, and by the time they got around to doing melee and stamina they just said "ah, frak it, we're done".

    Can you get by using medium/heavy armor and melee weapons? Yes. You may struggle at times, but you can manage, especially now that they've nerfed veteran content.

    Is magicka statistically advantaged? Definitely. Any minmaxer can point to the numbers, it's right there in the open for everyone to see. The only reason you have people who -dont- use a staff and dress is because they're either stubborn, ignorant, or dont care how effective their character is.

    This. I don't think though that the stam stuff was an afterthought, so much as it just wasn't thought out. The points you make here simply never made it into the development thinking, and now any changes they make will look drastic, so they're stalling on solutions.

    honestly, I think the game needs a whole new energy pool for weapon abilities to pull from (that ALL weapon abilities would pull from, including staves), with sneak, sprint, dodge roll, cc break all pulling from a separate pool. As long as weapon abilities are pulling from the same pool, they are always going to be at a disadvantage.

    But, ZOMG, how the lore freaks will respond if we were to add something that wasn't in previous TES games...

    I would say Stamina builds were VERY WELL thought out.

    IF we take the premises that whats severely breaking the balancing is Magicka gain IE Restro Staff, Dark Exchange/Equilibrium, you'll notice Magicka builds run out of Magicka VERY fast. What this equates to is......

    Magicka builds have High threshold for DPS as we currently see it, but unable to maintain for a long period of time.

    Stamina having a lower threshold for DPS but a better control of the battlefield as well as survival skills with a better DPS threshold without its respective resource as opposed to a Magicka build without its resource.


    Stamina builds actually play VERY well without their resource and get an even bigger boon from their Magicka abilities especially the ones that improve regardless of points in Magicka.

    A Magicka build can become more versatile using a Melee weapon to be relied upon for CC or DPS as well as Stamina for survival. Never the less the a Magicka build without Magicka is less useful in combat than a Stamina build without its resource in combat.

    This is were the balance is and has been and the way the system was developed.

    Problem is the player base has found out there is Magicka gain that seems to have next to zero downside versus that of a Magicka build that does NOT use Magicka gain.

    Think about your top tier DPS character. Either they have Magicka gain to maintain that DPS for an almost infinite time or they simply OOM too fast and then become useless.

    This makes Magicka gain not a choice due to its OP nature on Magicka builds.

    Lets say currently Stamina build DID put out the same DPS as Magicka builds. Sure you COULD play as a Stamina build at that point but without the same endless resource so at this point your still basically gimping yourself.

    Next you could give Stamina builds the same tools for the endless resources but then those tools become non-optional. Then the game becomes less of what it was meant to be which is

    A tactical use of your current abilities versus the resource bar intertwined with the Light/Heavy Attacks as well as Block, Dodge, Stun, and CC break.
  • Iceesar2014
    Iceesar2014
    Soul Shriven
    I have played many mmorpgs and i think that the story you wroted down here, mhm, its logical that light armor have more spell resistance, magicka, and magicka regeneration; medium armor and heavy armor are with better defence, but more with melee direction than light armor and do not give you so much spell crit or magicka that comes from passive opportunitys of light armor.
    If medium and heavy armor are same like light armor, then whats the point, no one will ever create any spellcaster, mybe only for PVE :).


    Lynx7386 wrote: »
    Part of the "only sticks and dresses work" mentality is left-over sentiment from when vet zones were much harder, and before any of the stamina build balancing changes were put into effect.

    Realistically, they're not all that far apart anymore. To any min/maxer, however, spell builds are still the way to go. Compared to the destruction and restoration staff skill lines, the dual wield, 2h, shield, and bow lines all look very poorly cobbled together from abilities that do not synergize well with each other or with class skill trees. The way the trees are fundamentally designed causes issues with their use, and even if the balancing act is a little better now than it used to be, it's still clear to anyone trying to make the absolute best of their character's build that you need to use a staff and light armor.



    There's a few core issues between magicka(staff) and stamina(melee) builds right now:


    1. Stat Synergies:
    All class skill trees, and all class abilities, scale with spell power and magicka. MOST class abilities also scale with spell critical chance (a few use weapon critical instead). If you're putting together a magicka-based build using a staff, you're going to want to maximize your magicka, spell power, and spell critical chance. The restoration and destruction staff skill lines scale with those same stats (some of the attacks use weapon power, but will still benefit in some way from spell power or magicka). If your'e putting together a melee weapon build, however, you're encouraged to use stats which do not synergize with what your class skill trees need.

    The end result is that if you want to use a melee weapon and have that weapon not suck, you need to gimp your own class skills in exchange. A staff user will always have more powerful class -and- weapon abilities at his or her disposal, while a melee/bow user will always sacrafice one or the other, and not for any real gain.



    2. Armor Passives:
    The light armor skill line offers a blanket cost reduction to all magicka-using abilities, as well as a small amount of spell critical chance, high spell penetration, and magicka regeneration. For a build that uses a staff and magicka abilities, all of your class abilities will benefit from the spell penetration and reduced cost light armor provides.
    The medium armor skill line offers weapon critical chance, stamina regeneration, and reduced stamina costs, as well as some haste. The weapon critical chance will apply to a few class abilities, but not most. The stamina regeneration, reduced stamina costs, and haste do not affect -any- of your class abilities, only weapon abilities.
    The heavy armor skill line offers some increased melee weapon damage, but comes horribly short on all other stat perks. That weapon damage increase also doesnt effect any of your class abilities.

    With all that in mind, why would you go with anything BUT light armor? The one situation where medium armor 'kind of' works is for a nightblade using melee-crit-based class abilities in conjunction with weapon abilities, but the fact remains that other than a bit of critical chance your class abilities arent benefitting from your armor at all. Heavy armor provides no benefit whatsoever to class abilities.

    Additionally, with the huge percentage of players running spell builds right now, the light armor line is offering you massive spell resistance through passives - so you're guaranteed to have more actual defense against enemy players than you would in medium or heavy armor.



    3. Resource division:
    Dodging, blocking, interrupting/bashing, sprinting, stealthing, and CC breaking are all tied to stamina. Magicka has no innate skills tied to it. For a spell/staff based build, this means that you have your -entire- primary resource pool (magicka) to do whatever you want, and you will always have your entire backup resource pool (stamina) to sprint, block, bash, cc break, or whathaveyou. A melee/stamina build, on the other hand, always has to reserve stamina for these innate skills, and gains no secondary benefits from magicka like a spell user gains from stamina. Not only does this make resouce management more difficult, it means that you're having to split one resource pool between offense and defense, while spell builds have one resource pool for offense and defense, and a second resource pool for additional defense.



    4. Skill Tree Design:
    Probably the topic that concerns me most here, at the moment, is how poorly designed melee weapon trees are compared to the staff skill trees.

    In the destruction staff skill line, you have amazing synergy between weakness to elements, force shock, and impulse - they all benefit from one another. This gives you massive debuffing, single target damage, and area damage in three skills that all work well enough with one another to be put on the same weapon bar. On top of those, you've got moderately good control via destructive touch, and additional area damage through wall of elements.
    Through passives, the different staff types (fire/ice/shock) provide you with a little bit of personal choice in how you want your character to play - pure damage, tank-ish, or control based.

    In the restoration staff line, you get an innate 10% damage bonus (at least, when at full health) to all abilities - including class abilities. You can also throw combat prayer on your bar (which always hits you as well as allies in front of you) for an extra 11% damage bonus. Healing notwithstanding, that's 21% additional damage output from all of your class abilities just for using one skill slot and having a restoration staff equipped.

    Both of these weapon types can attack from range, and all abilities within these trees benefit from the same stats you use to boost your class abilities.

    Move on to melee weapons and you find very little comparable synergy in the skill trees. 1h/shield probably has the best self-synergy, with abilities like ransack to boost your armor on use, and defensive posture to passively increase block mitigation and reduce block cost. Everything about the 1h tree is based on reducing enemy damage though, which doesnt really help you in most situations. Even tanks prefer to just use the passives from the shield line and focus on magic-based class abilities, with light armor - some even forgo the shield entirely and rely on the extra damage or defense from the staff lines instead.

    The dual wield tree has twin slashes for a spammable attack - but almost all of it's damage is dot-based, which doesnt work when spamming the ability. Flurry does respectable damage, but because it's classified as a channeled dot instead of several individual attacks, only the initial hit will proc weapon enchants or class effects like siphoning attacks. Whirlwind is an aoe execute, which is great when enemies are low on health, but you have to get them there first, and the dual wield line lacks any form of reasonable AoE damage. You either have to give up your best single-target damage ability (flying blade) to get a moderately decent cone aoe (shrouded daggers), or you have to give up your only source of increased single target damage (heated blades) for an aoe that only works on the weakest of enemies and is useless against champions and bosses (ember explosion).
    You have a passive to increase damage against stunned, disoriented, immobilized, or silenced enemies... but none of the dual wield abilities do that on demand. the best you've got is disorient from blinding flurry, which is only a 4% chance per hit to disorient.
    The best part about the entire dual wield line, better than any of it's abilities or other passives, is twin blade and blunt with dual daggers, which will give you 10% extra weapon critical - and again, that will only apply to a select few skills outside the dual wield tree.

    The two handed weapon line is the worst of the bunch. You have no spammable damage ability: only cleave (which puts 75% of it's damage in the form of a dot, which wont work when spamming it) and uppercut (with a cast time, and wrecking blow cant even benefit from it's own damage bonus). Reverse slash is inferior in every way to class execute abilities even when you're heavily stacked on weapon damage and weapon crit chance. Critical charge is probably the best ability in the entire 2handed line, and might actually be enough to make the 2h line worth investing into if it were usable at point blank range for the damage alone. Class based gap closers are more efficient for getting into melee range, and it's a DPS loss to move outside of the dead zone to charge in for damage purposes.
    Momentum is probably the worst-designed ability in the entire game, in my opinion. It takes 20 seconds to get to your full 20% damage bonus (whereas with power extraction I can get up to 99% damage bonus instantly, while dealing damage to everything around me). That 20% damage bonus only applies to your weapon attacks, not to any class abilities. The morphs are what really make momentum terrible: you either have to wait a full 20 seconds to get a weak heal once the buff ends (and really, who can plan to need a heal 20 seconds from now in a game where death happens in less than half that time?), or you have to forgo 10% of your damage bonus because you're spamming the ability as a root-break.
    The 2handed passives dont seem to have much focus either - you can get splash damage (weak splash damage at that, and only on basic attacks), but that splash damage only applies to a single target. Useless when almost all aoe situations in the game involve half a dozen enemies or more. You can invest in arcane fighter to boost status effects, but you gain less benefit from those effects than someone using a destruction staff (who has spammable abilities that can apply them at 40% or greater proc chance). Lastly you get stamina regeneration when killing a target, but with all of the above issues are you actually going to benefit that much? Chances are you arent killing anything, and without any spammable damage skills you wont be using enough stamina for it to matter.




    Everything about this game makes me think that the developers added melee and stamina as an afterthought. All of the innovation and imagination and ideas were used up on the magicka side of things, and by the time they got around to doing melee and stamina they just said "ah, frak it, we're done".

    Can you get by using medium/heavy armor and melee weapons? Yes. You may struggle at times, but you can manage, especially now that they've nerfed veteran content.

    Is magicka statistically advantaged? Definitely. Any minmaxer can point to the numbers, it's right there in the open for everyone to see. The only reason you have people who -dont- use a staff and dress is because they're either stubborn, ignorant, or dont care how effective their character is.

  • khele23eb17_ESO
    khele23eb17_ESO
    ✭✭✭✭✭
    ✭✭
    I have played many mmorpgs and i think that the story you wroted down here, mhm, its logical that light armor have more spell resistance, magicka, and magicka regeneration; medium armor and heavy armor are with better defence, but more with melee direction than light armor and do not give you so much spell crit or magicka that comes from passive opportunitys of light armor.
    If medium and heavy armor are same like light armor, then whats the point, no one will ever create any spellcaster, mybe only for PVE :).

    Thing is... if you build your light armor character right as the game is now... he will have comparable physical defense, better magical defense, better damage (with exception of single target burst perhaps) and vastly superior resource generation than a medium or heavy armor character. So as you said: whats the point?
    Edited by khele23eb17_ESO on 13 September 2014 12:47
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
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