Khivas_Carrick wrote: »How I want to see it:
Magicka = Strong AoE, Heals, Weak/Lack of Single Target DPS and varied CC
Stamina = Weak/Lack of AoE, Freakishly Strong Single Target DPS, and varied CC
How it currently is:
Magicka = Strong AoE, Heals, Strong Single Target DPS, Strong and varied CC
Stamina = Weak AoE, Mediocre at best Single Target DPS, little to no CC.
Thus the world we live in.
Rune_Relic wrote: »Yep you could do that. Would help.
IMHO though....
1. Spells scale off magicka.
2. Weapons scale off health.
3. Crit and reflex scale off of Stamina
4. Range and area scale off of stamina
5. Stealth scales off of stamina.
6. Everyone uses stamina as the dynamic resource.
7. Death = Health + Magicka.
That way...
Fighters focus in health (hit/weapon resist hard but no very often - limited range/area)
Assassin/Thief focus in stamina (weapon/spell hit/resist light...but crit/reflex with good endurance and range/area....low life expectancy)
Mages focus in magicka (hit/spell resist hard but not very often - limited range/area)
Most wouldn't focus all their resources in one, many would focus in two some would focus in all 3.
What would you sacrifice to give you an advantage ?
Would you sacrifice touch/aoe/range damage for range/area
Would you sacrifice spell/weapon resist for stealth and reflex saves ?
Would you sacrifice a few heavy hits for many small ones + crit probability ?
Would you sacrifice combat survivability for the benefits of stamina [glass cannon]?
Would you sacrifice spell damage/resist for weapon damage/resist ?
mousekime111rwb17_ESO wrote: »Rune_Relic wrote: »Yep you could do that. Would help.
IMHO though....
1. Spells scale off magicka.
2. Weapons scale off health.
3. Crit and reflex scale off of Stamina
4. Range and area scale off of stamina
5. Stealth scales off of stamina.
6. Everyone uses stamina as the dynamic resource.
7. Death = Health + Magicka.
That way...
Fighters focus in health (hit/weapon resist hard but no very often - limited range/area)
Assassin/Thief focus in stamina (weapon/spell hit/resist light...but crit/reflex with good endurance and range/area....low life expectancy)
Mages focus in magicka (hit/spell resist hard but not very often - limited range/area)
Most wouldn't focus all their resources in one, many would focus in two some would focus in all 3.
What would you sacrifice to give you an advantage ?
Would you sacrifice touch/aoe/range damage for range/area
Would you sacrifice spell/weapon resist for stealth and reflex saves ?
Would you sacrifice a few heavy hits for many small ones + crit probability ?
Would you sacrifice combat survivability for the benefits of stamina [glass cannon]?
Would you sacrifice spell damage/resist for weapon damage/resist ?
Save a system like this for another game - you know so to avoid so radically changing this one that it - not even 1 year down the track - wouldn't be considered a whole other game.
Rune_Relic wrote: »mousekime111rwb17_ESO wrote: »Rune_Relic wrote: »Yep you could do that. Would help.
IMHO though....
1. Spells scale off magicka.
2. Weapons scale off health.
3. Crit and reflex scale off of Stamina
4. Range and area scale off of stamina
5. Stealth scales off of stamina.
6. Everyone uses stamina as the dynamic resource.
7. Death = Health + Magicka.
That way...
Fighters focus in health (hit/weapon resist hard but no very often - limited range/area)
Assassin/Thief focus in stamina (weapon/spell hit/resist light...but crit/reflex with good endurance and range/area....low life expectancy)
Mages focus in magicka (hit/spell resist hard but not very often - limited range/area)
Most wouldn't focus all their resources in one, many would focus in two some would focus in all 3.
What would you sacrifice to give you an advantage ?
Would you sacrifice touch/aoe/range damage for range/area
Would you sacrifice spell/weapon resist for stealth and reflex saves ?
Would you sacrifice a few heavy hits for many small ones + crit probability ?
Would you sacrifice combat survivability for the benefits of stamina [glass cannon]?
Would you sacrifice spell damage/resist for weapon damage/resist ?
Save a system like this for another game - you know so to avoid so radically changing this one that it - not even 1 year down the track - wouldn't be considered a whole other game.
Well... do you want it balanced.. or do you just want the never ending attempts at balance every week that never works ?
It was never designed as a balanced system from the outset.
Until they fix that....any half hearted attempt will just cause just as many more issues then it solves.
But yes if a half arsed bodge that sort of works is acceptable to everyone. Then so be it. Your game too. Lets not make the mistake that its being fixed though. Its merely adjustments to appease those who complain the most.
None of this is a completely new system. This is just rationalising what is already there and applying some logic. If this is required to FIX the balance then so be it. They completely rebuilt craft, are changing provisioning, will add the justice system.
Completely reworking stuff to make it work is not alien to ESO. This just plays with which numbers to use when, rather than a ground up rewrite.
But yes it would/could hit like a hammer. Some would say that its needed. If there is any PVP players left to comment by that time.
mousekime111rwb17_ESO wrote: »Rune_Relic wrote: »mousekime111rwb17_ESO wrote: »Rune_Relic wrote: »Yep you could do that. Would help.
IMHO though....
1. Spells scale off magicka.
2. Weapons scale off health.
3. Crit and reflex scale off of Stamina
4. Range and area scale off of stamina
5. Stealth scales off of stamina.
6. Everyone uses stamina as the dynamic resource.
7. Death = Health + Magicka.
That way...
Fighters focus in health (hit/weapon resist hard but no very often - limited range/area)
Assassin/Thief focus in stamina (weapon/spell hit/resist light...but crit/reflex with good endurance and range/area....low life expectancy)
Mages focus in magicka (hit/spell resist hard but not very often - limited range/area)
Most wouldn't focus all their resources in one, many would focus in two some would focus in all 3.
What would you sacrifice to give you an advantage ?
Would you sacrifice touch/aoe/range damage for range/area
Would you sacrifice spell/weapon resist for stealth and reflex saves ?
Would you sacrifice a few heavy hits for many small ones + crit probability ?
Would you sacrifice combat survivability for the benefits of stamina [glass cannon]?
Would you sacrifice spell damage/resist for weapon damage/resist ?
Save a system like this for another game - you know so to avoid so radically changing this one that it - not even 1 year down the track - wouldn't be considered a whole other game.
Well... do you want it balanced.. or do you just want the never ending attempts at balance every week that never works ?
It was never designed as a balanced system from the outset.
Until they fix that....any half hearted attempt will just cause just as many more issues then it solves.
But yes if a half arsed bodge that sort of works is acceptable to everyone. Then so be it. Your game too. Lets not make the mistake that its being fixed though. Its merely adjustments to appease those who complain the most.
None of this is a completely new system. This is just rationalising what is already there and applying some logic. If this is required to FIX the balance then so be it. They completely rebuilt craft, are changing provisioning, will add the justice system.
Completely reworking stuff to make it work is not alien to ESO. This just plays with which numbers to use when, rather than a ground up rewrite.
But yes it would/could hit like a hammer. Some would say that its needed. If there is any PVP players left to comment by that time.
This game has the potential to be balance the way it already is - and by George whether you believe it or not it's damned close to it! People use bathrobe broom stick at the moment because the min-maxers said that was strongest... 3 months ago. Right now I'm finding many good ways of dealing damage regardless of class - Any class can heal really well - not just templars and every class can tank! Zenimax has done a FANTASTIC job of tweeking numbers to allow the weaker builds of a few months ago share the spotlight.
Just give the community a month or two to catch up with the fact that you can now push well over 1k DPS with duelwield+2h you CAN heal as a DK / NB. Once the community starts seeing more and more success with the other option to what is common place now, you'll see the diversity late-game that you'd expect from a balanced game.
The idea of the build is to rush into combat, draw as much attention as possible, and start letting out devastating area damage that heals you. The more people around you, the easier it is to stay alive. Plus, you have the ability to escape, heal, regenerate resources, and fight on. Utilizing class abilities and dual wielding, the Sorcerer can be a nasty self-healing juggernaut, and here’s how: